$80:8353: Difference between revisions
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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. |
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Note: Number of frames may not exceed 0x7FFF |
Latest revision as of 20:25, 10 July 2024
ROM address data | |
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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