diff options
author | Astatin <[email protected]> | 2025-08-28 16:28:52 +0200 |
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committer | Astatin <[email protected]> | 2025-08-28 16:28:52 +0200 |
commit | 4322dd667c3e8c26daac152762fed8f25806d1ef (patch) | |
tree | 3f081fc85d5122234032d97111dad9aff75c5832 /definitions.gbasm | |
parent | 4c55bc14c4eec727e3b24b3dde5e7d7cb1558623 (diff) |
FINALLY FIX DEATH FRAME GLITCH THINGY WOOOOHOOOOO
Diffstat (limited to 'definitions.gbasm')
-rw-r--r-- | definitions.gbasm | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/definitions.gbasm b/definitions.gbasm index b41c44c..2a3dc91 100644 --- a/definitions.gbasm +++ b/definitions.gbasm @@ -27,7 +27,8 @@ .DEFINE mem_button_direction ($c002) .DEFINE mem_button_action ($c003) .DEFINE mem_moving_animation_step ($c004) -; frame 0: movement can be initiated when with button actions +; frame 0: movement can be initiated when with button actions/most turn enemies AI are computed here +; frame 1: dead mode applied if animation_step going up (with the bzero/memcpy for dialogue text) ; frame 2: applying bunny attack damages ; frame 3: checking entities health and death if 0 ; frame 4: new entity spawn @@ -182,6 +183,7 @@ ; bit 3 = 1 => sound effect playing on channel 3 (music should not use it) ; bit 4 = 1 => sound effect playing on channel 4 (music should not use it) ; bit 5 = 1 => $mem_sound_effect_frame_count is going down +; bit 6 = 1 => Start_Music call is requested .DEFINE mem_sound_effect_frame_count ($c077) |