[script] load_rom_screen, setup_sprite, & draw_debug_sprites
- Added comments for setup_sprite - Renamed draw_string_sprites to draw_debug_sprites and added comments. - Discovered load_rom_screen (opcode 0xA1)
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@ -69,7 +69,25 @@ var Instructions []*Instruction = []*Instruction{
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&Instruction{ 0x9F, 6, 0, 0, false, ""},
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&Instruction{ 0xA0, 2, 0, 1, false, ""},
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&Instruction{ 0xA1, 1, 0, 0, false, ""},
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// Draw a screen from ROM.
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// ArgA is screen index (ArgA <= 14)
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// 00 - Window (used as the unit screens in the english tapes)
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// 01 - bricks??
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// 02 - Notebook (used for the mid-lesson quizes in the english tapes)
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// 03 - Blimp (used after english lessons, before Gold Tomahawk)
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// 04 - Map of USA (used in english tapes before final quiz)
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// 05 - Green rounded title card (used in math/science)
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// 06 - Orange rounded title card (used in math/science)
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// 07 - Blue Triangle title card (used in a math tape)
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// 08 - Blue Sci-fi title card (used in science tapes)
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// 09 - Green block border (from here on don't seem to be used)
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// 0A - Generic brick border
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// 0B - Generic twist border
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// 0C - Generic yellow embossed border
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// 0D - Generic blue diamond border
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// 0E - Generic brownish border
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&Instruction{ 0xA1, 1, 0, 0, false, "load_rom_screen"},
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&Instruction{ 0xA2, 1, 0, 0, false, "buffer_palette"},
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// Possibly a sprite setup routine. loads up some CHR data and some palette
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@ -194,6 +212,14 @@ var Instructions []*Instruction = []*Instruction{
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&Instruction{ 0xE0, 2, 0, 1, false, "modulo"},
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&Instruction{ 0xE1, 4, 0, 0, false, ""},
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// ArgA: Palette ID
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// ArgB: FG palette index
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// ArgC: BG palette index
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// ArgD: Priority (something else too?)
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// ArgE: X coord
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// ArgF: Y coord
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// ArgG: ??
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&Instruction{ 0xE2, 7, 0, 0, false, "setup_sprite"},
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// Pops a word off the stack, uses it as a pointer, and pushes the byte
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@ -229,7 +255,10 @@ var Instructions []*Instruction = []*Instruction{
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// ArgD: Priority (something else too?)
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// ArgE: X coord
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// ArgF: Y coord
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&Instruction{ 0xEF, 6, 0, 0, false, "draw_string_sprites"},
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// THIS WORD WRAPS APPARENTLY?????
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// Duplicate tiles are ignored and not displayed. However, space is left
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// for them as if they were. Word wrapping adds 17 to the Y offset.
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&Instruction{ 0xEF, 6, 0, 0, false, "draw_debug_sprites"},
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&Instruction{ 0xF0, 0, 0, 0, false, "disable_sprites"},
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&Instruction{ 0xF1, 4, 0, 0, false, ""},
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