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  • ** {{0x|00}} = 512{{x}}512 pixel map Recall, room numbers are 16 bits, typically ranging from 0-295. Expansion will hopefully
    38 KB (6,199 words) - 06:18, 21 December 2016
  • * {{$|04D62E}} = Pointer Table, 2 byte local addresses, indexed by room ID |{{$|00}}
    11 KB (1,371 words) - 23:36, 16 September 2017
  • A pull-able switch which can activate an assortment of room triggers. | {{Hex|0000}} ({{$|00}})
    2 KB (274 words) - 04:31, 24 April 2017
  • ...to handle both brothers, different behavior seems to be determined by the room in which they reside. | {{Hex|0000}} ({{$|00}})
    2 KB (283 words) - 00:13, 29 July 2017
  • Room Information: There are {{$|128}} (296) rooms in in the ROM. Each room has one word of information devoted to it. ...}} will look like {{hex|1001}}. The quadrants are laid out like so in each room:
    20 KB (2,982 words) - 07:26, 10 December 2017
  • ...raphical in nature, or handle the behavior of some object or sprite in the room. *$00 - Nothing
    393 bytes (63 words) - 07:02, 22 September 2016
  • ...y bytes 05/06 of its associated [[Underworld#Room Headers|room header]]. A room tag contains a trigger, such as killing all enemies; and an effect, such as *$00 ($00C328) - (RTS)
    3 KB (502 words) - 01:04, 22 September 2016
  • ...e maintains several variables in memory pertaining to the current interior room, and uses these to update the working save file when the player enters and : 0 if the room has normal width (half of a metaroom)
    3 KB (478 words) - 13:51, 14 November 2016
  • ...d 224 high) and the game displays larger elements (such as a 256x256 pixel room) by scrolling. ...g the tilemap coordinates represent a range of tile coordinates from ($00,$00) to ($3F,$3F).
    3 KB (470 words) - 13:54, 14 November 2016
  • * {{address|$|00||10}} = Mainly used as work registers. Storage of addresses and values. ** {{0x|00}} = Triforce / Zelda startup screens
    18 KB (2,427 words) - 04:27, 21 December 2016
  • |{{$|00}} |Same as {{$|00}}
    8 KB (1,044 words) - 20:46, 19 December 2016
  • ...|02}} = In the context of loading dungeon rooms, contains the index of the room (see {{$|A0}}) multiplied by 3. Allows for indexing into 24bit pointer addr **{{0x|15}} - Door to Triforce room opens
    11 KB (1,510 words) - 04:13, 21 December 2016
  • ** Floor 1F = {{0x|00}} ...ble masked with {{0x|0070}} is nonzero, Link moves as though he's on an in-room south staircase
    9 KB (1,314 words) - 04:16, 29 December 2016
  • * {{address|$|0310||02}} = The Y velocity of a moving floor (Mothula's room) * {{address|$|0312||02}} = The X velocity of a moving floor (Mothula's room)
    16 KB (2,409 words) - 05:19, 29 December 2016
  • Seems to be addresses used for blitting graphics onto the screen after a room or area has already loaded. first byte: low nybble corresponds to [Number 00], high nybble to [Number 01]
    8 KB (1,318 words) - 00:32, 21 December 2016
  • ...00}}[{{0x|1000}}] = (Dungeons) BG2 tile attribute table - (after the level/room has loaded), tile information for the room/map.
    13 KB (2,320 words) - 00:33, 21 December 2016
  • *** {{hex|00}} = nothing ...ointer entries here. In the game's original state, however, the rooms past room 295 just contain null data.
    2 KB (278 words) - 05:41, 21 December 2016
  • ...-online/ visit my webpage]), you'll be able to e-mail us with the website. 00 per month. Complete rate comparisons and choose the most affordable automot
    5 KB (783 words) - 16:42, 28 October 2017
  • ...defend it from liquid spills with a waterproof pad.<br><br>Dublin 12. Tel: 00 353 1 4192999 Enquire as to how lengthy their Reminiscence Foam is deemed t
    6 KB (1,070 words) - 16:14, 11 November 2017
  • ...did not feel inspired to jump away from bed and into my running shoes at 5:00 A.M. The hardest second was when the alarm clock sounded; I used to be at a
    4 KB (730 words) - 13:10, 15 November 2017

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