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Data |
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Used by the routine at 64BD. Each entry in this table comprises 4 bytes. The first entry corresponds to animation phase 1.
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| 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 | ||
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The next entry corresponds to animation phase 2.
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| 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 | ||
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The next entry corresponds to animation phase 3.
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| 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 | ||
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The next entry corresponds to animation phase 4.
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| 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 | ||
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The next entry corresponds to animation phase 5.
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| 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 | ||
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The next entry corresponds to animation phase 6.
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| 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 | ||
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The next entry corresponds to animation phase 7.
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| 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 | ||
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The next entry corresponds to animation phase 8.
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| 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 | ||
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The next entry corresponds to animation phase 9.
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| 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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