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E067: Animation definition for the enemies showed in the tile screen
The tile screen display ten enemies. Every animation is defined with 12 bytes in the format showed below
Bytes Meaning
0x00-0x01 Address pointer to sprite graphics data
0x02 Width of sprite (in bytes)
0x03 Height of sprite (in pixels)
0x04 Animation frame 0
0x05 Animation frame 1
0x06 Animation frame 2
0x07 Animation frame 3
0x08 Animation frame 4
0x09 Animation frame 5
0x0A Animation frame 6
0x0B Animation frame 7
E067 DEFB $F6,$E0 Animation definition for FOOT MAN
E069 DEFB $02,$10,$00,$20,$40,$60,$00,$20,$40,$60
E073 DEFB $76,$E1 Animation definition for STOMPER
E075 DEFB $02,$10,$00,$20,$40,$60,$00,$20,$40,$60
E07F DEFB $F6,$E1 Animation definition for SCANNER
E081 DEFB $02,$10,$00,$20,$40,$60,$80,$A0,$00,$00
E08B DEFB $B6,$E2 Animation definition for RAMMING POD
E08D DEFB $02,$10,$00,$20,$40,$60,$00,$20,$40,$60
E097 DEFB $4A,$8E Animation definition for LAUNCHER
E099 DEFB $02,$10,$00,$00,$00,$00,$00,$00,$00,$00
E0A3 DEFB $6A,$8E Animation definition for SHOOTER
E0A5 DEFB $02,$10,$00,$00,$00,$00,$00,$00,$00,$00
E0AF DEFB $AA,$8E Animation definition for SWING GUN
E0B1 DEFB $02,$10,$00,$20,$40,$60,$80,$60,$40,$20
E0BB DEFB $F6,$E3 Animation definition for BLOB
E0BD DEFB $01,$08,$00,$08,$10,$18,$20,$28,$30,$38
E0C7 DEFB $36,$E4 Animation definition for MINE LAYER
E0C9 DEFB $02,$0C,$00,$18,$30,$48,$00,$18,$30,$48
E0D3 DEFB $96,$E4 Animation definition for MINE
E0D5 DEFB $01,$08,$00,$08,$10,$18,$20,$28,$30,$38
E0DF DEFB $FF End marker
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