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647C: Animation phase table for Sam when rolling
Used by the routine at 64B8. Each entry in this table comprises 4 bytes. The first entry corresponds to animation phase 1.
647C DEFB $00 x-coordinate increment (if facing left)
647D DEFB $00 x-coordinate increment (if facing right)
647E DEFB $00 y-coordinate increment
647F DEFB $06 Bits 0-6: base animatory state (0x06); bit 7 reset: Sam cannot land on his feet yet
The next entry corresponds to animation phase 2.
6480 DEFB $FD x-coordinate increment (if facing left)
6481 DEFB $01 x-coordinate increment (if facing right)
6482 DEFB $02 y-coordinate increment
6483 DEFB $0F Bits 0-6: base animatory state (0x0F); bit 7 reset: Sam cannot land on his feet yet
The next entry corresponds to animation phase 3.
6484 DEFB $01 x-coordinate increment (if facing left)
6485 DEFB $01 x-coordinate increment (if facing right)
6486 DEFB $FF y-coordinate increment
6487 DEFB $09 Bits 0-6: base animatory state (0x09); bit 7 reset: Sam cannot land on his feet yet
The next entry corresponds to animation phase 4.
6488 DEFB $FE x-coordinate increment (if facing left)
6489 DEFB $00 x-coordinate increment (if facing right)
648A DEFB $02 y-coordinate increment
648B DEFB $1F Bits 0-6: base animatory state (0x1F); bit 7 reset: Sam cannot land on his feet yet
The next entry corresponds to animation phase 5.
648C DEFB $01 x-coordinate increment (if facing left)
648D DEFB $01 x-coordinate increment (if facing right)
648E DEFB $FC y-coordinate increment
648F DEFB $8A Bits 0-6: base animatory state (0x0A); bit 7 set: check whether Sam has landed on his feet
The next entry corresponds to animation phase 6.
6490 DEFB $FF x-coordinate increment (if facing left)
6491 DEFB $01 x-coordinate increment (if facing right)
6492 DEFB $00 y-coordinate increment
6493 DEFB $80 Bits 0-6: base animatory state (0x00); bit 7 set: check whether Sam has landed on his feet
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