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6494: Animation phase table for Sam when somersaulting
Used by the routine at 64BD. Each entry in this table comprises 4 bytes. The first entry corresponds to animation phase 1.
6494 DEFB $00 x-coordinate increment (if facing left)
6495 DEFB $00 x-coordinate increment (if facing right)
6496 DEFB $00 y-coordinate increment
6497 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.
6498 DEFB $00 x-coordinate increment (if facing left)
6499 DEFB $00 x-coordinate increment (if facing right)
649A DEFB $00 y-coordinate increment
649B DEFB $00 Bits 0-6: base animatory state (0x00); bit 7 reset: Sam cannot land on his feet yet
The next entry corresponds to animation phase 3.
649C DEFB $FD x-coordinate increment (if facing left)
649D DEFB $01 x-coordinate increment (if facing right)
649E DEFB $00 y-coordinate increment
649F 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 4.
64A0 DEFB $01 x-coordinate increment (if facing left)
64A1 DEFB $01 x-coordinate increment (if facing right)
64A2 DEFB $FE y-coordinate increment
64A3 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 5.
64A4 DEFB $FF x-coordinate increment (if facing left)
64A5 DEFB $FF x-coordinate increment (if facing right)
64A6 DEFB $03 y-coordinate increment
64A7 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 6.
64A8 DEFB $01 x-coordinate increment (if facing left)
64A9 DEFB $01 x-coordinate increment (if facing right)
64AA DEFB $FD y-coordinate increment
64AB DEFB $0A Bits 0-6: base animatory state (0x0A); bit 7 reset: Sam cannot land on his feet yet
The next entry corresponds to animation phase 7.
64AC DEFB $FF x-coordinate increment (if facing left)
64AD DEFB $01 x-coordinate increment (if facing right)
64AE DEFB $00 y-coordinate increment
64AF DEFB $80 Bits 0-6: base animatory state (0x00); bit 7 set: check whether Sam has landed on his feet
The next entry corresponds to animation phase 8.
64B0 DEFB $00 x-coordinate increment (if facing left)
64B1 DEFB $00 x-coordinate increment (if facing right)
64B2 DEFB $00 y-coordinate increment
64B3 DEFB $80 Bits 0-6: base animatory state (0x00); bit 7 set: check whether Sam has landed on his feet
The next entry corresponds to animation phase 9.
64B4 DEFB $00 x-coordinate increment (if facing left)
64B5 DEFB $00 x-coordinate increment (if facing right)
64B6 DEFB $00 y-coordinate increment
64B7 DEFB $80 Bits 0-6: base animatory state (0x00); bit 7 set: check whether Sam has landed on his feet
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