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PVSnesLib
4.4.0
Documentation to code in C or ASM for the Nintendo SNES
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object definition (64 bytes) More...
#include <object.h>
Data Fields | |
| u16 | action |
| u8 | count |
| u8 | dir |
| u16 | height |
| u8 | hitpoints |
| u16 | next |
| u8 | nID |
| u8 | objnotused [7] |
| u8 | onscreen |
| u16 | parentID |
| u16 | prev |
| u16 | sprblk3216 |
| u8 | sprflip |
| u16 | sprframe |
| u16 | sprid3216 |
| u16 | sprnum |
| u8 | sprpal |
| u8 | sprrefresh |
| u8 | status |
| u8 | tempo |
| u16 | tileabove |
| u16 | tilebprop |
| u16 | tilesprop |
| u16 | tilestand |
| u8 | type |
| u16 | width |
| u16 | xmax |
| u16 | xmin |
| u16 | xofs |
| u8 | xpos [3] |
| s16 | xvel |
| u16 | yofs |
| u8 | ypos [3] |
| s16 | yvel |
object definition (64 bytes)
| u16 t_objs::action |
46 current action of the object, depends of game
| u8 t_objs::count |
50 if object needs a counter
| u8 t_objs::dir |
51 if object needs to manage direction
| u16 t_objs::height |
28 height of the object (from the square 16x16 or 32x32)
| u8 t_objs::hitpoints |
54 number of hit points of object
| u16 t_objs::next |
2 next object in linked list
| u8 t_objs::nID |
5 obj ID in linked list
| u8 t_objs::objnotused[7] |
OB_SIZE-55-1 for future use
| u8 t_objs::onscreen |
56 to know if object is on screen or not
| u16 t_objs::parentID |
52 obj ID of parent (useful for projectiles)
| u16 t_objs::prev |
0 previous object linked list
| u16 t_objs::sprblk3216 |
10 sprite oam address in sprites tiles memory
| u8 t_objs::sprflip |
12 sprite flip attribute
| u16 t_objs::sprframe |
14 current frame
| u16 t_objs::sprid3216 |
8 sprite oam id in sprite oam memory
| u16 t_objs::sprnum |
6 sprite oam number of the object (multiple of 4)
| u8 t_objs::sprpal |
13 sprite palette
| u8 t_objs::sprrefresh |
55 if object needs sprite to be refresh
| u8 t_objs::status |
48 status of object regarding collision
| u8 t_objs::tempo |
49 if object needs tempo
| u16 t_objs::tileabove |
40 tile number above object
| u16 t_objs::tilebprop |
44 tile property on left/right side
| u16 t_objs::tilesprop |
42 tile property stand on
| u16 t_objs::tilestand |
38 tile number object is standing on
| u8 t_objs::type |
4 type of object, depend of the game
| u16 t_objs::width |
26 width of the object (from the square 16x16 or 32x32)
| u16 t_objs::xmax |
32 max x coordinate for action of object, depends of game (ex: revert direction)
| u16 t_objs::xmin |
30 min x coordinate for action of object, depends of game (ex: revert direction)
| u16 t_objs::xofs |
22 x offset of the object (from the square 16x16 or 32x32)
| u8 t_objs::xpos[3] |
16 x position on the screen (3 fixed point)
| s16 t_objs::xvel |
34 x velocity
| u16 t_objs::yofs |
24 y offset of the object (from the square 16x16 or 32x32)
| u8 t_objs::ypos[3] |
19 y position on the screen (3 fixed point)
| s16 t_objs::yvel |
36 y velocity