$80:8248: Difference between revisions
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** This was possibly meant to guarantee player entities get assigned a direct page with a zero low byte for faster RAM access, but for some reason the second player entity has 0x280 for its direct page. |
** This was possibly meant to guarantee player entities get assigned a direct page with a zero low byte for faster RAM access, but for some reason the second player entity has 0x280 for its direct page. |
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* Only searches for an empty entity in the first 0x10 slots (out of 0x18 total slots). This shouldn't matter since this is only used for up to two player entities. |
* Only searches for an empty entity in the first 0x10 slots (out of 0x18 total slots). This shouldn't matter since this is only used for up to two player entities. |
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[[Category:ROM address]] |
Latest revision as of 18:39, 22 June 2024
ROM address data | |
---|---|
Length | 0x16 |
Type | Code |
Name | createPlayerEntity |
Description | Creates an entity for a player |
Arguments/Return value | Y+A = [pointer32] Entity pointer Returns A = [unit16] Entity ID |
Return type | RTL |
This is the same as $80:825E, but with the following differences:
- Searches entity slots in forward order instead of reverse. This will guarantee that the two player entities are in the first two slots.
- This was possibly meant to guarantee player entities get assigned a direct page with a zero low byte for faster RAM access, but for some reason the second player entity has 0x280 for its direct page.
- Only searches for an empty entity in the first 0x10 slots (out of 0x18 total slots). This shouldn't matter since this is only used for up to two player entities.