$80:8353: Difference between revisions

From ZAMN Hacking
Content deleted Content added
No edit summary
No edit summary
Line 1: Line 1:
{{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.

Revision as of 20:24, 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.