$80:8353: Difference between revisions

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{{Infobox ROM address|length=0x45|type=Code|name=waitFrames|description=Pauses the current entity for the given number of frames|args=A = [uint16] Number of frames|ret_type=N/A}}
{{Infobox ROM address|length=0x45|type=Code|name=waitFrames|description=Pauses the current entity for the given number of frames|args=A = [uint16] Number of frames|ret_type=RTL}}


Note: This subroutine also contains the code for the entity processing loop. The main game entry point ([[$80:80AE]]) and the entity return point ([[$80:833E]]) both jump to locations in the middle of this.
Note: This subroutine also contains the code for the entity processing loop. The main game entry point ([[$80:80AE]]) and the entity return point ([[$80:833E]]) both jump to locations in the middle of this.


Note: An entity may resume early if its [[Sprite#Collision|collision handler]] forces it to.
Note: An entity may resume early if its [[Sprite#Collision|collision handler]] forces it to.

Note: Number of frames may not exceed 0x7FFF

Latest revision as of 20:25, 10 July 2024

ROM address data
Length 0x45
Type Code
Name waitFrames
Description Pauses the current entity for the given number of frames
Arguments/Return value A = [uint16] Number of frames
Return type RTL

Note: This subroutine also contains the code for the entity processing loop. The main game entry point ($80:80AE) and the entity return point ($80:833E) both jump to locations in the middle of this.

Note: An entity may resume early if its collision handler forces it to.

Note: Number of frames may not exceed 0x7FFF