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Gargoyle's Quest II/ROM map: Difference between revisions

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{{rammap|game=Gargoyle's Quest II}}
{{rammap|game=Gargoyle's Quest II}}
==PRG==
 
===Page 06===
==Page 06==
====Function 06:87E0====
 
Runs AI scripts for all on-screen objects
 
====Pointer table 06:8A83====
===Function 06:87E0===
Addresses for all AI scripts
Runs AI scripts for all occupied object slots.
===Page 07===
 
====Function 07:EDD9====
===Pointer table 06:8A83===
Object X moves right a distance equal to its horizontal speed
Addresses for all AI scripts.
====Function 07:EDF7====
 
Object X moves left a distance equal to its horizontal speed
 
====Function 07:EE15====
 
Object X moves down a distance equal to its vertical speed
==Page 07==
====Function 07:EE35====
 
Object X moves up a distance equal to its vertical speed
 
===Function 07:EDD9===
Moves object '''X''' to the right a distance equal to its horizontal speed.
 
===Function 07:EDF7===
Moves object '''X''' to the left a distance equal to its horizontal speed.
 
===Function 07:EE15===
Moves object '''X''' down a distance equal to its horizontal speed.
 
===Function 07:EE35===
Moves object '''X''' up a distance equal to its horizontal speed.
 
===Function 07:EFB3===
Set the x/y position of object '''Y''' relative to the player's position, using signed offset values '''X''' from the tables 07:F020/07:F060, then sets its animation to '''A'''.
 
===Function 07:F0A0===
Sets the direction of movement for object '''X''' to move toward the player.
 
===Function 07:F0BA===
Sets the sprite for object '''X''' to match its direction of horizontal movement.
 
===Function 07:F531===
Checks for an empty object slot. If successful, '''Carry''' is cleared & '''Y''' is set to the first available slot; otherwise, '''Carry''' is set.

Revision as of 16:30, 27 June 2019

Chip tiny.png The following article is a RAM map for Gargoyle's Quest II.

Page 06

Function 06:87E0

Runs AI scripts for all occupied object slots.

Pointer table 06:8A83

Addresses for all AI scripts.


Page 07

Function 07:EDD9

Moves object X to the right a distance equal to its horizontal speed.

Function 07:EDF7

Moves object X to the left a distance equal to its horizontal speed.

Function 07:EE15

Moves object X down a distance equal to its horizontal speed.

Function 07:EE35

Moves object X up a distance equal to its horizontal speed.

Function 07:EFB3

Set the x/y position of object Y relative to the player's position, using signed offset values X from the tables 07:F020/07:F060, then sets its animation to A.

Function 07:F0A0

Sets the direction of movement for object X to move toward the player.

Function 07:F0BA

Sets the sprite for object X to match its direction of horizontal movement.

Function 07:F531

Checks for an empty object slot. If successful, Carry is cleared & Y is set to the first available slot; otherwise, Carry is set.