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- Note that the following two arrays overlap in the middle (by a range of 0x80 ent Starting Location Entrances: 85h}} = 8Bh. Note there are 7 Starting locations all in all.38 KB (6,199 words) - 05:18, 21 December 2016
- ; \note This is somewhat unusual.5 KB (542 words) - 16:51, 19 December 2016
- ; Note this odd... certainty that both outcomes result in the same11 KB (1,072 words) - 17:31, 19 December 2016
- ; \note Resultant value is either 1 or -1. ; \note The segment nearest the head.19 KB (1,812 words) - 00:41, 20 December 2016
- ; Note this odd... certainty that both outcomes result in the same11 KB (1,083 words) - 23:43, 4 August 2017
- ...e to the start of each save slot. There are {{$|500}} bytes for each slot. Note that each slot is mirrored, at a later point in SRAM. ...final game. This would allow for {{$|C0}} (192) overworld areas in total. Note areas {{$|80}} and {{$|82}} are used but don't save data the way the other20 KB (2,982 words) - 06:26, 10 December 2017
- * {{red|07}} = start from the 7th tile from the left of the screen (Note scrolling credits have no vertical position, and return of the king section4 KB (617 words) - 03:24, 25 December 2017
- **{{blue|e}} - (Note: {{hex|3}}-bit) Palette into that actually is not used by this variable, bu6 KB (958 words) - 11:13, 18 June 2017
- Note: There are complications to calculating the checksums of ROMs that are not3 KB (357 words) - 12:36, 10 November 2016
- Note: The values of X and Y do not always reflect the actual portion of the meta3 KB (478 words) - 12:51, 14 November 2016
- The game keeps track of the player's pixel position in WRAM as follows. (Note that this is the top-left corner of the 16x16 box representing the player's Note that these coordinates are relative to the player's current "dimension": Th828 bytes (132 words) - 12:55, 14 November 2016
- {{note|1=Theses value come in pack of {{blue|4 bytes}}, followed by {{green|2 byte {{Note|Data leading to is compressed using the LZ2 compression {{0x|05D97}} tiles7 KB (935 words) - 00:22, 24 December 2017
- : Note that this is a "fake" format used for compression by ALTTP, not supported b Note that the highest bit (bit index 15) of the palette entry is not used, and s5 KB (840 words) - 02:37, 19 November 2016
- NOTE: The length parameter is implied to be one more than actually stored in the '''NOTE:''' This code assumes the compressed input is well-formed. If the input is4 KB (575 words) - 15:41, 19 November 2016
- Note that these addresses are only one byte and you can assume that they are {{$ ...except it preserves buttons that were being pressed in the previous frame. Note: Input from joypad 2 is not read unless you do some ASM hacking.18 KB (2,427 words) - 03:27, 21 December 2016
- ...he byte indexed by the sprite's ID from the table located at {{$|06B632}}. Note: a prize pack of {{Hex|0}} indicates no prize pack drops.2 KB (331 words) - 01:31, 20 December 2016
- * {{address|$|0345||01}} = Set to 1 when we are in water. 0 otherwise. Note this does not mean we are in shallow water. This means we are submerged. ...= When interacting with liftable tiles, this is an index that which type. Note: This value is always even, for whatever reason.16 KB (2,409 words) - 04:19, 29 December 2016
- Notably used in Ganon’s Tower for minibosses. Note that the value held here is the dungeon’s intuitive Note that both parallax modes are the same from the register standpoint14 KB (2,007 words) - 23:26, 20 December 2016
- note: upper even byte refers to the operation (argument & 0xFE00) Note: If the top bit is set, it's a Big Key lock, otherwise it's one of the ches5 KB (719 words) - 23:27, 20 December 2016
- * {{$|0AA3}}[{{0x|01}}] = Sprite Graphics index. Note that when in a dungeon, this value is the number * {{$|0AA8}}[{{0x|02}}] = Note: typically only the high byte ($0AA9) of this variable is modified.8 KB (1,363 words) - 23:29, 20 December 2016