================================================================================================== SECTION 4: Other bytes: ================================================================================================== These are the various other bytes that control things an event does or has. 1: DIFFICULTY: Defines the dificulty level this event first appears on. It will appear on all harder difficulties. Always between 0 (easy) and 4 (Turbo); usually 0 or 2 3: REFLECT: When used with behavior (42) and (43) (Reflect boxes) it will reflect things off the event. Apparently had some other function once as many events use it, with no apparent effect. 6-7: LEFT AND RIGHT ANIMATIONS The animation sequence (Not frame) the event uses when it is left and right of Jazz respectively. Or when it is moving left or right. Is sometimes used by behaviors as the 'normal' sprite; for example it defines the sprite used in a bridge and the ball of a medivo ball. 9: MAGNITUDE OR DIRECTION This defines one of two things, depending on what the event behavior is. Firstly it can control the strength of an efect, how high a spring bounces, how hard a tube sucks. Here 'negative' or up\leftward magnitudes are 256-strength, while down\rightward magnitudes are 0+strengh. The second, used for most other events is the initial direction with 255 being left and 1 being right. This is for things like walking turtles say. Direction is often changed by [Vary 2] from l\r (0) to u\d (1) 10: STRENGTH This is how many shots are needed to kill the sprite. Immortal events must have the 'hurt' modifier, or else they will be destroyed when Jazz touches them. BYTE 12: POINTS When an event is destroyed, this value x 10 is added to Jazz's score. 13: ATTACK Controls what attack the event uses. For example, value 0 makes the event shoot blaster bullets. Thus, for shooting events, it is used to control *what* is shot. May also do something else, but doesn't seem to. This needs [attack frequency] to b useful 14: ENEMY SHOOTING FREQUENCY Defines how often an event attacks, 1s = about 40 This activates (13) even if (13) is zero 16: SPEED For events that walk, float or fly, this controls how fast they do so. Otherwise speed will be controlled by byte 9 (Magnitude, in which case the speed is usually constant and only direction is alterable.) 18: ANIMATION SPEED Defines how fast the event animates; sometimes this value can be useless, but not often 21: EVENT ID This is usually the same as the event number. It's pretty much useless, though the HOCUS cheat uses it to seek event 2 to teleport to 22: SOUND This is the sound played when the evet is 1.) Destroyed (By a shot or Jazz getting it) or 2.) Touched (Jazz bounces on a spring, gets sucked by a tube...) A sond will only play if the number is the same as a cached sound in the LEVEL SOUND LIST. 23: VARIABLE 1 Used for a wide range of things, usually to define the magnitude of something, such as time invincibilty lasts, the tile replacement for destructable blocks or the length of snakes. Often related to byte 24(variable 2) which usually 'switches' or controls the effect that byte 23 controls the strength of 24: VARIABLE 2 When this is larger than 0 it usually changes the direction of something from horizontal to vertical. It is also sometimes the vertical magnitude of something, such as how much a bridge sinks whn Jazz is on it. Often related to byte 23 (Variable 1) 25: BRIDGE LENGTH Controls the length (Or number of pieces) of chains and such, famous for defining the length of bridges in tiles, divided by two, but also controls the number of pieces in a medivo ball chain 26: CHAIN LENGTH Controls the seperation (In eigths of a tile) between medivo ball pieces. Strongly associated with byte 27 (Medivo ball start) and 25 (Bridge length) 27: CHAIN START This is where a chain starts; start position = 1.4x + 90 = start position in degrees; thus 64 = straight down. This is important since all balls ill keep the same relative position to each other. Associated with byte 26 (Chain length) and byte 25 (Bridge length) 29-30: KILLED ANIMATIONS These two bytes are usually the same and are the animation sequences (Not sprites) displayed when Jazz is left or right of an event that has just been destroyed. It is responsible for the sparkles when items are got, the explosion when enemies are shot and the fragments when destructable scenery is shot Note that values above 127 are the same as those belo 127, but with an added 'explosive effect' This can be seen in Diamondus 1, where the turtles and bees use it. 31-32: ATTACK ANIMATION These two bytes are usually the same, they are the animation sequences (Not sprites) displayed when Jazz is left or right of an event spawning another event (I.e shooting)