![]() It seems pointless for the gumball object to use animations at all, doesn't it? That is, until you realize there are nine scripts, and that the last one alternates between two distinct mapping frames: Unsurprisingly, the animations have nothing to them: the same mapping frame is displayed twice, and the animation starts over. It should start looking a bit more familiar if we break it into bytes:Īh, that's more like it. Hmm, it doesn't look like an animation script? Blame the formatting in the disassembly. Instead, the code copies the ROM address of one of several animation scripts to offset $30 of its SST, which the object later processes by calling the Animate_Raw function: If you examine the gumball object's setup code at sub_612A8, you may notice how the object's mapping frame is at no point determined by its subtype value.
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