$7000AC
|
2 bytes |
Misc. |
Yoshi state:
$0000: Regular (player control)
$0002: Cutscenes; screen transition (pipe going right)
$0003: In screen transition (pipe going left)
$0004: In screen transition (pipe going down); in prologue cutscene (Baby Mario mounted)
$0005: In screen transition (pipe going up)
$0006: Entering/exiting pipe; in transition (pipe going right)
$0007: In screen transition (pipe going left)
$0008: In screen transition
$0009: In screen transition
$000A: Entering door
$000E: Dying from spike
$0010: Transforming
$0012: Smashed by falling wall (sprite $036)
$0014: Activating goal
$0016: During level intro
$0018: Being thrown toward baby mario at end of transformation
$001A: Dying in pit / inside piranha plant / receiving boss key / shrinking during Prince Froggy
$001C: During prologue cutscene
$001E: Pushed away in Raphael Cutscene
$0020: Entering Raphael Boss room (moon)
$0022: Entering keyhole during boss key cutscene
$0028: Dying from lava
$002A: Being ejected vertically (after transition) |
$7000AE
|
2 bytes |
Misc. |
Yoshi form:
$0000: Yoshi
$0002: Car Yoshi
$0004: Mole Yoshi
$0006: Helicopter Yoshi
$0008: Train Yoshi
$000A: Mushroom Yoshi (Beta)
$000C: Sub Yoshi
$000E: Ski Yoshi
$0010: Super Baby Mario
$0012: Plane Yoshi (Beta) |
$7000B0
|
2 bytes |
Misc. |
Yoshi's X position relative to camera |
$7000B2
|
2 bytes |
Misc. |
Yoshi's Y position relative to camera |
$7000B4
|
2 bytes |
Misc. |
Yoshi's X velocity |
$7000B6
|
2 bytes |
Misc. |
Angle of ground Yoshi is on |
$7000B8
|
2 bytes |
Misc. |
Angle of terrain slope that Yoshi's top is colliding with |
$7000BA
|
2 bytes |
Misc. |
Angle of terrain slope that Yoshi's middle part is colliding with |
$7000BC
|
2 bytes |
Misc. |
Angle of terrain slope that Yoshi's bottom part is colliding with |
$7000BE
|
2 bytes |
Misc. |
Yoshi's current animation frame |
$7000C0
|
2 bytes |
Player Physics |
Yoshi's jump state:
$0006: Jumping
$0007: Peak of jump
$0008: Falling |
$7000C2
|
2 bytes |
Player Physics |
Yoshi's ducking state:
$0000: not ducking
$0001-$0004: mid-duck / mid-duck release
$0005: fully ducked |
$7000C4
|
2 bytes |
Misc. |
Yoshi facing direction ($0000: right, $0002: left) |
$7000C6
|
2 bytes |
Player Physics |
Yoshi swimming state:
$0000: not swimming
$0001: landing in water, no player control
$0002: feet up briefly after landing
$0003: swimming |
$7000CC
|
1 byte |
Misc. |
Direction player last accelerated from input:
$00: not moving
$01: right
$02: left |
$7000CE
|
2 bytes |
Flag |
$004C: Player is holding Up while on ground, $0000 not |
$7000D2
|
1 byte |
Misc. |
Yoshi fluttering state:
$00: After a flutter, midair
$01: Not in a flutter chain: resets to this upon hitting ground or ceiling
$02: Begin flutter
$04, $06, $08: Mid-flutter states |
$7000D3
|
1 byte |
Flag |
$80: extended fluttering, $00 not |
$7000D4
|
2 bytes |
Misc. |
Ground pound state:
$0001~$0006: init states
$0007: falling
$0008~$000B: hitting the ground
$000C: fully on ground, other actions enabled
|
$7000D6
|
2 bytes |
Misc. |
Frame counter for holding Down button in air to ground pound. When it reaches $0007, ground pound will initiate. Set to $FFFF when pressing down on ground
|
$7000DA
|
2 bytes |
Player Physics |
Yoshi's stair state/counter, counts down/up in between steps on stairs (only high byte is used):
$0800 to $0100 for left-facing stairs
$F800 to $FF00 for right-facing stairs |
$7000DC
|
2 bytes |
Misc. |
Frame counter for pushing yourself against a wall / a pushable sprite. The pushing animation starts at $10, and it loops at $23. NOTE: For pushable sprites, the entire range is +1 so starts at $01, $11 is animation, stops at $24. |
$7000DE
|
2 bytes |
Misc. |
Egg throwing state (decrements over time):
$0007~$000A: init
$0006: cursor out, ready to throw
$0001~$0005: has been thrown
$0000: not throwing |
$7000E0
|
2 bytes |
Misc. |
Egg cursor distance from Yoshi:
Byte 1: Subpixels
Byte 2: Pixels |
$7000E4
|
2 bytes |
Misc. |
Egg cursor X position
When spitting an enemy this is used together with player speed to set enemy X-speed |
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