HOW TO PLAY: Difference between revisions
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Always followed by a word value which specify the number of frame to wait before executing new commands. | Always followed by a word value which specify the number of frame to wait before executing new commands. | ||
= List of games known to use HOW_TO_PLAY = | |||
* [[NAM-1975]] | * [[NAM-1975]] |
Revision as of 07:00, 25 October 2012
HOW_TO_PLAY ($C00474)
The HOW_TO_PLAY routines build a "how to play" screen.
It execute the commands buffer at $10F300.
Command list
Each command is always 4 bytes.
The command list end with a null command ($00000000).
Loop control ($0-$FF)
Setup loop counter value or decrement current loop counter.
Every between a counter setup and a counter decrement is looped until the counter reaches $00.
$FF decrement the current counter, other value setup the counter.
Arrow data ($100-$1FF)
Set the color of each arrow.
1 = light blue (pressed)
0 = dark blue (released)
Bit | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
Def | Up-Right | Right | Down-Right | Down | Down-Left | Left | Up-Left | Up |
If followed by a null command ($0.l) the next word contain a number of frame to wait before executing new commands.
Buttons data ($200-$2FF)
Set the state of each buttons.
1 = pressed
0 = released
Bit | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
Def | 0 | A | B | C | D |
If followed by a null command ($0.l) the next word contain a number of frame to wait before executing new commands.
Text
Pointer to a MESS_OUT data buffer.
Always followed by a word value which specify the number of frame to wait before executing new commands.