From 4322dd667c3e8c26daac152762fed8f25806d1ef Mon Sep 17 00:00:00 2001 From: Astatin Date: Thu, 28 Aug 2025 16:28:52 +0200 Subject: FINALLY FIX DEATH FRAME GLITCH THINGY WOOOOHOOOOO --- definitions.gbasm | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'definitions.gbasm') 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) -- cgit v1.2.3-70-g09d2