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Castlevania Speedrunning β

Changes

Cv4/Sprites

169 bytes added, 20:35, 17 July 2019
Format Example with Skeleton
===Format Example with Skeleton===
SkelletonSkelletonFrmeAnimation:
01: b2f1 f48a 058b bbbb cccc bbbb=Frame1 cccc=Frame2 SkelletonFrameAssembly
Frame Frame2
20af4 04 fd 09 06 28 ed 09 04 28 f8 f9 02 28 f5 e9 00 28 03 f8 09 0c 28 f7 f9 0a 28 f5 e9 08 28
ss aa bb cc dd aa bb cc dd aa bb cc dd aa bb cc dd ss aa bb cc dd aa bb cc dd aa bb cc dd
ss=Size Number of 2x2 queuers to use. 00 Is not a number and will overload.A new ss means a new frame in the example above are two frames shown
aa=Offset (01 move one pixel right 80 will wrap)
 
bb=Offset (01 move one pixel down 80 will wrap)
 
cc=Tile Pick Tile Square 2x2 ..
 
dd=Orientation and Palettes
dd First byte:
2=Normal
6-7=Mirror
BadNumbers=0 1 3 4 8 c d
dd Second byte
0=Pal 0
2=Pal 1
c=Pal 6
e=Pal 7
 
===Enemys===
==HitBox==
 
In most cases the hitbox is writen (STA) as the event get loaded. So it is easy to find with a breakpoints.
RAM