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Thread: What are all the ZASM commands?

  1. #1
    Ultimate Prankster Lucario QDB Manager
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    What are all the ZASM commands?

    Like the title says. I want to get into scripting, but that's impossible if I don't know the commands I can use, BESIDES WAITFRAME AND VOID RUN(). Those are used in every script I see. How can I NOT know those? XD Also, a good explanation of those descriptions people place in their scripts would be nice. What's their purpose(s)? Thanks in advance!

  2. #2
    Is this the end?
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    Re: What are all the ZASM commands?

    void run()? Sounds like you want ZScript, not ZASM.
    If you have no programming experience and want to learn to script, I'd say this post, followed by this one, would be a good place to start.

    If you're really just looking for a list of functions and properties, though, those are here.

  3. #3
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    Re: What are all the ZASM commands?

    One problem- According to the first post, that's only for those who can read a script and know what it does just by looking at the variables. Unfortunately, if you give me a random script, I wouldn't know what it did just by looking at it. O_o I don't really care whether I use ZScript or Zasm. I just want to be able to script so I can at least get one step closer to stop having to rely on others to get things for my quests. O_o

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    Wizrobe C-Dawg's Avatar
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    Re: What are all the ZASM commands?


  5. #5
    On top of the world ShadowTiger's Avatar
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    Re: What are all the ZASM commands?

    There are a *LOT* of things that we probably need to sticky. Personally, I think that enough people need to know *how* to script that having a forum devoted entirely to LEARNING how to script can have enough content to warrant its creation, while leaving the ZScript help forum to be a place not exactly to learn how to script, but to ensure that you're scripting correctly.

    There isn't enough of a difference to really warrant it now, but there -will- be "How do you script!?" threads started here just as there are "I want the Roc's Feather" topics in the ZC Suggestions forum. People may as well have a place to go to find all the resources devoted on going from absolute coding n00b to someone who can at least work with the code to get into a mess with it. We all know that there is no small difference between the two.


    So yeah, I want to see that stickied, much like every other thread that you've spoken up in, C, (Face it; you're damn creative with this stuff, and a great educator as well. I love reading your explanations. They're very precise and detailed without going overboard. ) and I want to wait for other opinions on the matter before proceeding.

  6. #6
    Lynel Revfan9's Avatar
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    Re: What are all the ZASM commands?

    Thanks to Snarwin for the list:

    Code:
    Commands:
    
       SETV,              //0x0000
       SETR,              //0x0001
       ADDR,              //0x0002
       ADDV,              //0x0003
       SUBR,              //0x0004
       SUBV,              //0x0005
       MULTR,             //0x0006
       MULTV,             //0x0007
       DIVR,              //0x0008
       DIVV,              //0x0009
       WAITFRAME,         //0x000A
       GOTO,              //0x000B
       CHECKTRIG,         //0x000C
       WARP,              //0x000D
       COMPARER,          //0x000E
       COMPAREV,          //0x000F
       GOTOTRUE,          //0x0010
       GOTOFALSE,         //0x0011
       GOTOLESS,          //0x0012
       GOTOMORE,          //0x0013
       LOAD1,             //0x0014
       LOAD2,             //0x0015
       SETA1,             //0x0016
       SETA2,             //0x0017
       QUIT,              //0x0018
       SINR,              //0x0019
       SINV,              //0x001A
       COSR,              //0x001B
       COSV,              //0x001C
       TANR,              //0x001D
       TANV,              //0x001E
       MODR,              //0x001F
       MODV,              //0x0020
       ABSR,              //0x0021
       MINR,              //0x0022
       MINV,              //0x0023
       MAXR,              //0x0024
       MAXV,              //0x0025
       RNDR,              //0x0026
       RNDV,              //0x0027
       FACTORIAL,         //0x0028
       POWERR,            //0x0029
       POWERV,            //0x002A
       IPOWERR,           //0x002B
       IPOWERV,           //0x002C
       ANDR,              //0x002D
       ANDV,              //0x002E
       ORR,               //0x002F
       ORV,               //0x0030
       XORR,              //0x0031
       XORV,              //0x0032
       NANDR,             //0x0033
       NANDV,             //0x0034
       NORR,              //0x0035
       NORV,              //0x0036
       XNORR,             //0x0037
       XNORV,             //0x0038
       NOT,               //0x0039
       LSHIFTR,           //0x003A
       LSHIFTV,           //0x003B
       RSHIFTR,           //0x003C
       RSHIFTV,           //0x003D
       TRACER,            //0x003E
       TRACEV,            //0x003F
       TRACENL,           //0x0040
       DUMMYCOMMAND4,     //0x0041
       PUSHR,             //0x0042
       PUSHV,             //0x0043
       POP,               //0x0044
       ENQUEUER,          //0x0045
       ENQUEUEV,          //0x0046
       DEQUEUE,           //0x0047
       PLAYSOUNDR,        //0x0048
       PLAYSOUNDV,        //0x0049
       LOADWEAPONR,       //0x004A
       LOADWEAPONV,       //0x004B
       LOADITEMR,         //0x004C
       LOADITEMV,         //0x004D
       LOADNPCR,          //0x004E
       LOADNPCV,          //0x004F
       CREATEWEAPONR,     //0x0050
       CREATEWEAPONV,     //0x0051
       CREATEITEMR,       //0x0052
       CREATEITEMV,       //0x0053
       CREATENPCR,        //0x0054
       CREATENPCV,        //0x0055
     ignore everything after the commas
    
          Variables...
       { "D",                 D(0),                 8,             0 },
       { "A",                 A(0),                 2,             0 },
       { "DATA",              DATA,                 0,             0 },
       { "FCSET",             FCSET,                0,             0 },
       { "DELAY",             DELAY,                0,             0 },
       { "FX",                FX,                   0,             0 },
       { "FY",                FY,                   0,             0 },
       { "XD",                XD,                   0,             0 },
       { "YD",                YD,                   0,             0 },
       { "XD2",               XD2,                  0,             0 },
       { "YD2",               YD2,                  0,             0 },
       { "FLAG",              FLAG,                 0,             0 },
       { "WIDTH",             WIDTH,                0,             0 },
       { "HEIGHT",            HEIGHT,               0,             0 },
       { "LINK",              LINK,                 0,             0 },
       { "COMBOD",            COMBOD(0),          176,             3 },
       { "COMBOC",            COMBOC(0),          176,             3 },
       { "COMBOF",            COMBOF(0),          176,             3 },
    
    
    
       { "INPUTSENABLED",     INPUTSENABLED,        0,             0 },
       { "FORCEDUP",          FORCEDUP,             0,             0 },
       { "FORCEDDOWN",        FORCEDDOWN,           0,             0 },
       { "FORCEDLEFT",        FORCEDLEFT,           0,             0 },
       { "FORCEDRIGHT",       FORCEDRIGHT,          0,             0 },
       { "FORCEDA",           FORCEDA,              0,             0 },
       { "FORCEDB",           FORCEDB,              0,             0 },
       { "FORCEDL",           FORCEDL,              0,             0 },
       { "FORCEDR",           FORCEDR,              0,             0 },
       { "LINKX",             LINKX,                0,             0 },
       { "LINKY",             LINKY,                0,             0 },
       { "LINKDIR",           LINKDIR,              0,             0 },
       { "LINKHP",            LINKHP,               0,             0 },
       { "LINKMP",            LINKMP,               0,             0 },
       { "LINKMAXHP",         LINKMAXHP,            0,             0 },
       { "LINKMAXMP",         LINKMAXMP,            0,             0 },
       { "LINKACTION",        LINKACTION,           0,             0 },
    
    
       { "WPNX",              WPNX,                 0,             0 },
       { "WPNY",              WPNY,                 0,             0 },
       { "WPNDIR",            WPNDIR,               0,             0 },
       { "WPNSTEP",           WPNSTEP,              0,             0 },
       { "WPNANGULAR",        WPNANGULAR,           0,             0 },
       { "WPNANGLE",          WPNANGLE,             0,             0 },
       { "WPNDRAWTYPE",       WPNDRAWTYPE,          0,             0 },
       { "WPNPOWER",          WPNPOWER,             0,             0 },
       { "WPNDEAD",           WPNDEAD,              0,             0 },
       { "WPNID",             WPNID,                0,             0 },
       { "WPNTILE",           WPNTILE,              0,             0 },
       { "WPNCSET",           WPNCSET,              0,             0 },
       { "WPNFLASHCSET",      WPNFLASHCSET,         0,             0 },
       { "WPNFRAMES",         WPNFRAMES,            0,             0 },
       { "WPNFRAME",          WPNFRAME,             0,             0 },
       { "WPNASPEED",         WPNASPEED,            0,             0 },
       { "WPNFLASH",          WPNFLASH,             0,             0 },
       { "WPNFLIP",           WPNFLIP,              0,             0 },
       { "WPNCOUNT",          WPNCOUNT,             0,             0 },
    
       { "ITEMX",             ITEMX,                0,             0 },
       { "ITEMY",             ITEMY,                0,             0 },
       { "ITEMDRAWTYPE",      ITEMDRAWTYPE,         0,             0 },
       { "ITEMID",            ITEMID,               0,             0 },
       { "ITEMTILE",          ITEMTILE,             0,             0 },
       { "ITEMCSET",          ITEMCSET,             0,             0 },
       { "ITEMFLASHCSET",     ITEMFLASHCSET,        0,             0 },
       { "ITEMFRAMES",        ITEMFRAMES,           0,             0 },
       { "ITEMFRAME",         ITEMFRAME,            0,             0 },
       { "ITEMASPEED",        ITEMASPEED,           0,             0 },
       { "ITEMDELAY",         ITEMDELAY,            0,             0 },
       { "ITEMFLASH",         ITEMFLASH,            0,             0 },
       { "ITEMFLIP",          ITEMFLIP,             0,             0 },
       { "ITEMCOUNT",         ITEMCOUNT,            0,             0 },
    
       { "NPCX",              NPCX,                 0,             0 },
       { "NPCY",              NPCY,                 0,             0 },
       { "NPCDIR",            NPCDIR,               0,             0 },
       { "NPCRATE",           NPCRATE,              0,             0 },
       { "NPCFRAMERATE",      NPCFRAMERATE,         0,             0 },
       { "NPCHALTRATE",       NPCHALTRATE,          0,             0 },
       { "NPCDRAWTYPE",       NPCDRAWTYPE,          0,             0 },
       { "NPCHP",             NPCHP,                0,             0 },
       { "NPCID",             NPCID,                0,             0 },
       { "NPCDP",             NPCDP,                0,             0 },
       { "NPCWDP",            NPCWDP,               0,             0 },
       { "NPCTILE",           NPCTILE,              0,             0 },
       { "NPCENEMY",          NPCENEMY,             0,             0 },
       { "NPCWEAPON",         NPCWEAPON,            0,             0 },
       { "NPCITEMSET",        NPCITEMSET,           0,             0 },
       { "NPCCSET",           NPCCSET,              0,             0 },
       { "NPCBOSSPAL",        NPCBOSSPAL,           0,             0 },
       { "NPCBGSFX",          NPCBGSFX,             0,             0 },
       { "NPCCOUNT",          NPCCOUNT,             0,             0 },
       { "SD",                SD(0),                8,             0 },
       { "GD",                GD(0),              256,             0 },

  7. #7
    Octorok
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    Post Re: What are all the ZASM commands?

    Cool a full list of commands, just one problem what do they do??

    It seems noone has posted in this section in ages, but recently I am getting interested in learning ZASM now that I have ZScript down pretty good. I know there are a few powerful functions in ZASM that allow you to do things not possible in ZScript but alas I don't even know where to begin. Hopefully there are still a couple ppl into ZASM who could teach me a thing or two.

  8. #8
    Administrator DarkDragon's Avatar
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    Re: What are all the ZASM commands?

    Yes, ZASM is highly under-documented at the moment. It doesn't help that several functions and variables are unimplemented, deprecated, or missing.

    One way to better understand ZASM is to look at the output produced by the ZScript compiler for (very simple) ZScripts.

  9. #9
    Octorok
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    Re: What are all the ZASM commands?

    Cool thanks DD, one subject in peticular i am interested in is assigning custom varibles to specific enemies. I read something about this bieng possible in ZASM.
    zscript mockup of what i mean

    ene_1 = Screen->LoadNPC(1);
    ene_1->user_varible = 1;

    something to that effect (obviously ZASM syntax is very different but you get what i mean)

  10. #10
    Administrator DarkDragon's Avatar
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    Re: What are all the ZASM commands?

    I don't think that's possible.
    Enemies have quite a few special variables, but no script-accessible general-purpose ones.

    Here's the latest list of ZASM functions and variables, for your reference:

    Code:
    // Defines for the ASM operations
    enum
    {
      SETV,                 //0x0000
      SETR,                 //0x0001
      ADDR,                 //0x0002
      ADDV,                 //0x0003
      SUBR,                 //0x0004
      SUBV,                 //0x0005
      MULTR,                //0x0006
      MULTV,                //0x0007
      DIVR,                 //0x0008
      DIVV,                 //0x0009
      WAITFRAME,            //0x000A
      GOTO,                 //0x000B
      CHECKTRIG,            //0x000C
      WARP,                 //0x000D
      COMPARER,             //0x000E
      COMPAREV,             //0x000F
      GOTOTRUE,             //0x0010
      GOTOFALSE,            //0x0011
      GOTOLESS,             //0x0012
      GOTOMORE,             //0x0013
      LOAD1,                //0x0014
      LOAD2,                //0x0015
      SETA1,                //0x0016
      SETA2,                //0x0017
      QUIT,                 //0x0018
      SINR,                 //0x0019
      SINV,                 //0x001A
      COSR,                 //0x001B
      COSV,                 //0x001C
      TANR,                 //0x001D
      TANV,                 //0x001E
      MODR,                 //0x001F
      MODV,                 //0x0020
      ABSR,                 //0x0021
      MINR,                 //0x0022
      MINV,                 //0x0023
      MAXR,                 //0x0024
      MAXV,                 //0x0025
      RNDR,                 //0x0026
      RNDV,                 //0x0027
      FACTORIAL,            //0x0028
      POWERR,               //0x0029
      POWERV,               //0x002A
      IPOWERR,              //0x002B
      IPOWERV,              //0x002C
      ANDR,                 //0x002D
      ANDV,                 //0x002E
      ORR,                  //0x002F
      ORV,                  //0x0030
      XORR,                 //0x0031
      XORV,                 //0x0032
      NANDR,                //0x0033
      NANDV,                //0x0034
      NORR,                 //0x0035
      NORV,                 //0x0036
      XNORR,                //0x0037
      XNORV,                //0x0038
      NOT,                  //0x0039
      LSHIFTR,              //0x003A
      LSHIFTV,              //0x003B
      RSHIFTR,              //0x003C
      RSHIFTV,              //0x003D
      TRACER,               //0x003E
      TRACEV,               //0x003F
      TRACENL,              //0x0040
      LOOP,                 //0x0041
      PUSHR,                //0x0042
      PUSHV,                //0x0043
      POP,                  //0x0044
      ENQUEUER,             //0x0045 //NOT IMPLEMENTED
      ENQUEUEV,             //0x0046 //NOT IMPLEMENTED
      DEQUEUE,              //0x0047 //NOT IMPLEMENTED
      PLAYSOUNDR,           //0x0048
      PLAYSOUNDV,           //0x0049
      LOADWEAPONR,          //0x004A
      LOADWEAPONV,          //0x004B
      LOADITEMR,            //0x004C //DEPRECATED
      LOADITEMV,            //0x004D //DEPRECATED
      LOADNPCR,             //0x004E
      LOADNPCV,             //0x004F
      CREATELWEAPONR,       //0x0050 //NOT IMPLEMENTED
      CREATELWEAPONV,       //0x0051 //NOT IMPLEMENTED
      CREATEITEMR,          //0x0052 
      CREATEITEMV,          //0x0053
      CREATENPCR,           //0x0054
      CREATENPCV,           //0x0055
      LOADI,                //0x0056
      STOREI,               //0x0057
      GOTOR,                //0x0058
      SQROOTV,              //0x0059
      SQROOTR,              //0x005A
      CREATEEWEAPONR,       //0x005B //NOT IMPLEMENTED
      CREATEEWEAPONV,       //0x005C //NOT IMPLEMENTED
      PITWARP,              //0x005D
      WARPR,                //0x005E
      PITWARPR,             //0x005F
      CLEARSPRITESR,        //0x0060
      CLEARSPRITESV,        //0x0061
      RECTR,                //0x0062
      CIRCLER,              //0x0063
      ARCR,                 //0x0064
      ELLIPSER,             //0x0065
      LINER,                //0x0066
      PUTPIXELR,            //0x0067
      DRAWTILER,            //0x0068
      DRAWCOMBOR,           //0x0069
      ELLIPSE2,             //0x006A
      SPLINE,               //0x006B
      FLOODFILL,            //0x006C
      COMPOUNDR,            //0x006D
      COMPOUNDV,            //0x006E
      MSGSTRR,		//0x006F
      MSGSTRV,		//0x0070
      ISVALIDITEM,  //0x0071
      ISVALIDNPC,	//0x0072
    
      NUMCOMMANDS           //0x0073
    };
    
    #define D(n)            ((0x0000)+(n))
    #define A(n)            ((0x0008)+(n))
    #define DATA              0x000A
    #define FCSET             0x000B
    #define DELAY             0x000C
    #define FX                0x000D
    #define FY                0x000E
    #define XD                0x000F
    #define YD                0x0010
    #define XD2               0x0011
    #define YD2               0x0012
    #define FLAG              0x0013
    #define WIDTH             0x0014
    #define HEIGHT            0x0015
    #define LINK              0x0016
    #define COMBOD(n)       ((0x0017)+((n)*3))
    #define COMBOC(n)       ((0x0018)+((n)*3))
    #define COMBOF(n)       ((0x0019)+((n)*3))
    
    //0x00227-0X022F aren't used?
    //n=0-175, so if n=175, then ((0x0019)+((n)*3))=0x00226
    #define INPUTSTART        0x0227
    #define INPUTUP           0x0228
    #define INPUTDOWN         0x0229
    #define INPUTLEFT         0x022A
    #define INPUTRIGHT        0x022B
    #define INPUTA            0x022C
    #define INPUTB            0x022D
    #define INPUTL            0x022E
    #define INPUTR            0x022F
    
    #define LINKX             0x0230
    #define LINKY             0x0231
    #define LINKDIR           0x0232
    #define LINKHP            0x0233
    #define LINKMP            0x0234
    #define LINKMAXHP         0x0235
    #define LINKMAXMP         0x0236
    #define LINKACTION        0x0237
    #define LINKITEMD         0x0238
    #define LINKZ             0x0239
    #define LINKJUMP          0x023A
    #define LINKSWORDJINX     0x023B
    #define LINKITEMJINX      0x023C
    #define LINKCHARGED       0x023D
    //0x023E-0x0258 are reserved for future Link variables
    #define LINKHELD          0x023E
    #define UNUSED15          0x023F
    #define UNUSED16          0x0240
    #define UNUSED17          0x0241
    #define UNUSED18          0x0242
    #define UNUSED19          0x0243
    #define UNUSED20          0x0244
    #define UNUSED21          0x0245
    #define UNUSED22          0x0246
    #define UNUSED23          0x0247
    #define UNUSED24          0x0248
    #define UNUSED25          0x0249
    #define UNUSED26          0x024A
    #define UNUSED27          0x024B
    #define UNUSED28          0x024C
    #define UNUSED29          0x024D
    #define UNUSED30          0x024E
    #define UNUSED31          0x024F
    #define UNUSED32          0x0250
    #define UNUSED33          0x0251
    #define UNUSED34          0x0252
    #define UNUSED35          0x0253
    #define UNUSED36          0x0254
    #define UNUSED37          0x0255
    #define UNUSED38          0x0256
    #define UNUSED39          0x0257
    #define UNUSED40          0x0258
    
    #define LWPNX             0x0259
    #define LWPNY             0x025A
    #define LWPNDIR           0x025B
    #define LWPNSTEP          0x025C
    #define LWPNANGULAR       0x025D
    #define LWPNANGLE         0x025E
    #define LWPNDRAWTYPE      0x025F
    #define LWPNPOWER         0x0260
    #define LWPNDEAD          0x0261
    #define LWPNID            0x0262
    #define LWPNTILE          0x0263
    #define LWPNCSET          0x0264
    #define LWPNFLASHCSET     0x0265
    #define LWPNFRAMES        0x0266
    #define LWPNFRAME         0x0267
    #define LWPNASPEED        0x0268
    #define LWPNFLASH         0x0269
    #define LWPNFLIP          0x026A
    #define LWPNCOUNT         0x026B
    #define LWPNEXTEND        0x026C
    #define LWPNOTILE         0x026D
    #define LWPNOCSET         0x026E
    #define LWPNZ             0x026F
    #define LWPNJUMP           0x0270
    //0x0271-0x028B are reserved for future weapon variables
    #define UNUSED46          0x0271
    #define UNUSED47          0x0272
    #define UNUSED48          0x0273
    #define UNUSED49          0x0274
    #define UNUSED50          0x0275
    #define UNUSED51          0x0276
    #define UNUSED52          0x0277
    #define UNUSED53          0x0278
    #define UNUSED54          0x0279
    #define UNUSED55          0x027A
    #define UNUSED56          0x027B
    #define UNUSED57          0x027C
    #define UNUSED58          0x027D
    #define UNUSED59          0x027E
    #define UNUSED60          0x027F
    #define UNUSED61          0x0280
    #define UNUSED62          0x0281
    #define UNUSED63          0x0282
    #define UNUSED64          0x0283
    #define UNUSED65          0x0284
    #define UNUSED66          0x0285
    #define UNUSED67          0x0286
    #define UNUSED68          0x0287
    #define UNUSED69          0x0288
    #define UNUSED70          0x0289
    #define UNUSED71          0x028A
    #define UNUSED72          0x028B
    
    #define ITEMX             0x028C
    #define ITEMY             0x028D
    #define ITEMDRAWTYPE      0x028E
    #define ITEMID            0x028F
    #define ITEMTILE          0x0290
    #define ITEMCSET          0x0291
    #define ITEMFLASHCSET     0x0292
    #define ITEMFRAMES        0x0293
    #define ITEMFRAME         0x0294
    #define ITEMASPEED        0x0295
    #define ITEMDELAY         0x0296
    #define ITEMFLASH         0x0297
    #define ITEMFLIP          0x0298
    #define ITEMCOUNT         0x0299
    #define ICLASSFAMILY      0x029A
    #define ICLASSFAMTYPE     0x029B
    #define ICLASSSETGAME     0x029C
    #define ICLASSAMOUNT      0x029D
    #define ICLASSSETMAX      0x029E
    #define ICLASSMAX         0x029F
    #define ICLASSCOUNTER     0x02A0
    #define ITEMEXTEND        0x02A1
    #define ITEMZ             0x02A2
    #define ITEMJUMP          0x02A3
    
    //0x02A4-0x02B9 are reserved for future item variables
    #define UNUSED83          0x02A4
    #define UNUSED84          0x02A5
    #define UNUSED85          0x02A6
    #define UNUSED86          0x02A7
    #define UNUSED87          0x02A8
    #define UNUSED88          0x02A9
    #define UNUSED89          0x02AA
    #define UNUSED90          0x02AB
    #define UNUSED91          0x02AC
    #define UNUSED92          0x02AD
    #define UNUSED93          0x02AE
    #define UNUSED94          0x02AF
    #define UNUSED95          0x02B0
    #define UNUSED96          0x02B1
    #define UNUSED97          0x02B2
    #define UNUSED98          0x02B3
    #define UNUSED99          0x02B4
    #define UNUSED100         0x02B5
    #define UNUSED101         0x02B6
    #define UNUSED102         0x02B7
    #define UNUSED103         0x02B8
    #define UNUSED104         0x02B9
    
    #define NPCX              0x02BA
    #define NPCY              0x02BB
    #define NPCDIR            0x02BC
    #define NPCRATE           0x02BD
    #define NPCFRAMERATE      0x02BE
    #define NPCHALTRATE       0x02BF
    #define NPCDRAWTYPE       0x02C0
    #define NPCHP             0x02C1
    #define NPCID             0x02C2
    #define NPCDP             0x02C3
    #define NPCWDP            0x02C4
    #define NPCTILE           0x02C5
    #define NPCENEMY          0x02C6
    #define NPCWEAPON         0x02C7
    #define NPCITEMSET        0x02C8
    #define NPCCSET           0x02C9
    #define NPCBOSSPAL        0x02CA
    #define NPCBGSFX          0x02CB
    #define NPCCOUNT          0x02CC
    #define NPCEXTEND         0x02CD
    #define NPCZ              0x02CE
    #define NPCJUMP           0x02CF
    #define NPCSTEP           0x02D0
    //0x02D1-0x02EB are reserved for future NPC variables
    #define UNUSED109         0x02D1
    #define UNUSED110         0x02D2
    #define UNUSED111         0x02D3
    #define UNUSED112         0x02D4
    #define UNUSED113         0x02D5
    #define UNUSED114         0x02D6
    #define UNUSED115         0x02D7
    #define UNUSED116         0x02D8
    #define UNUSED117         0x02D9
    #define UNUSED118         0x02DA
    #define UNUSED119         0x02DB
    #define UNUSED120         0x02DC
    #define UNUSED121         0x02DD
    #define UNUSED122         0x02DE
    #define UNUSED123         0x02DF
    #define UNUSED124         0x02E0
    #define UNUSED125         0x02E1
    #define UNUSED126         0x02E2
    #define UNUSED127         0x02E3
    #define UNUSED128         0x02E4
    #define UNUSED129         0x02E5
    #define UNUSED130         0x02E6
    #define UNUSED131         0x02E7
    #define UNUSED132         0x02E8
    #define UNUSED133         0x02E9
    #define UNUSED134         0x02EA
    #define UNUSED135         0x02EB
    //I'm stealing this one for the stack pointer -DD
    #define SP                0x02EC
    
    #define SD(n)           ((0x02ED)+(n))
    #define GD(n)           ((0x02F5)+(n))
    
    // Defines for accessing gamedata
    #define GAMECOUNTER(n)  ((0x03F5)+((n)*3))
    #define GAMEMCOUNTER(n) ((0x03F6)+((n)*3))
    #define GAMEDCOUNTER(n) ((0x03F7)+((n)*3))
    #define GAMEGENERIC(n)	((0x0455)+(n))
    #define GAMEITEMS(n)    ((0x0555)+(n))
    #define GAMELITEMS(n)   ((0x0655)+(n))
    #define GAMELKEYS(n)    ((0x0755)+(n))
    #define GAMEDEATHS        0x0855
    #define GAMECHEAT         0x0856
    #define GAMETIME          0x0857
    #define GAMEHASPLAYED     0x0858
    #define GAMETIMEVALID     0x0859
    #define GAMEGUYCOUNTD     0x085A
    #define GAMEGUYCOUNT      0x085B
    #define GAMECONTSCR       0x085C
    #define GAMECONTDMAP      0x085D
    #define GAMECOUNTERD      0x085E
    #define GAMEMCOUNTERD     0x085F
    #define GAMEDCOUNTERD     0x0860
    #define GAMEGENERICD      0x0861
    #define GAMEITEMSD        0x0862
    #define GAMELITEMSD       0x0863
    #define GAMELKEYSD        0x0864
    #define GAMEMAPFLAG(n)  ((0x0865)+(n))
    #define GAMEMAPFLAGD      0x0885
    
    #define CURSCR            0x0886
    #define CURMAP            0x0887
    #define CURDMAP           0x0888
    #define COMBODD	          0x0889
    #define COMBOCD           0x088A
    #define COMBOFD           0x088B
    #define COMBOTD           0x088C
    #define COMBOID           0x088D
    
    #define REFITEMCLASS      0x088E
    #define REFITEM           0x088F
    #define REFFFC            0x0890
    #define REFLWPN           0x0891
    #define REFNPC            0x0892
    #define REFLWPNCLASS      0x0893
    #define REFNPCCLASS       0x0894
    #define REFSUBSCREEN      0x0895
    #define REFEWPN           0x0896
    #define REFEWPNCLASS      0x0897
    
    #define EWPNX             0x0898
    #define EWPNY             0x0899
    #define EWPNDIR           0x089A
    #define EWPNSTEP          0x089B
    #define EWPNANGULAR       0x089C
    #define EWPNANGLE         0x089D
    #define EWPNDRAWTYPE      0x089E
    #define EWPNPOWER         0x089F
    #define EWPNDEAD          0x08A0
    #define EWPNID            0x08A1
    #define EWPNTILE          0x08A2
    #define EWPNCSET          0x08A3
    #define EWPNFLASHCSET     0x08A4
    #define EWPNFRAMES        0x08A5
    #define EWPNFRAME         0x08A6
    #define EWPNASPEED        0x08A7
    #define EWPNFLASH         0x08A8
    #define EWPNFLIP          0x08A9
    #define EWPNCOUNT         0x08AA
    #define EWPNEXTEND        0x08AB
    #define EWPNOTILE         0x08AC
    #define EWPNOCSET         0x08AD
    #define EWPNZ             0x08AE
    #define EWPNJUMP          0x08AF
    
    #define SCRDOOR(n)	  ((0x08B0)+(n))
    #define SCRDOORD	  0x08B4
    
    #define CURDSCR           0x08B5
    //#define GETSTART          0x08B6
    
    #define COMBOSD	             0x08B7
    #define GAMEMAPFLAGDD        0x08B8
    #define SDD                  0x08B9
    #define SDDD                 0x08BA
    #define GDD                  0x08BB
    
    #define FFFLAGSD             0x08BC
    #define FFCWIDTH             0x08BD
    #define FFCHEIGHT            0x08BE
    #define FFTWIDTH             0x08BF
    #define FFTHEIGHT            0x08C0
    #define FFLINK               0x08C1
    
    #define GS(n)              ((0x08C2)+(n))
    
    #define WAVY                 0x09C2
    #define QUAKE                0x09C3

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About us
Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
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