Enemies are loaded in slots $DX80 - $DXBF. All of these disappear very quickly, making it impossible to spawn enough of them. These are things like the dirt that appears when you dig or the icon at the top of the screen that tells you what time period you are in. Interactions are loaded in slots $DX40 - $DX7F.However, we have precisely 0 of those items, which means this type is out of the question for us. This is actually the easiest type to use IF you have enough of those items (and it is in fact how real-time runs beat the game). Items are loaded in slots $DX00 - $DX3F.Let's go through the 4 object types in order: This means that we have to pick one of those types and then spawn a lot of objects of that type until the last one we spawn holds the code that we want to execute. The game distinguishes between 4 types of objects that are all loaded into separate slots from one another. The memory between $D000 and $DFFF is used for the objects that are currently loaded on screen. Since Echo RAM is the same as WRAM, this means that our code has to go after address $DB00. We will instead write our code to the high addresses of Echo RAM.
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