********** SPRITE POSITIONS ********** This is an alphabetical list of where sprites are spawned or positioned when they do or make something; usually this is of minor concern, but may be vital when you want to change something, especially if you've changed the sprite size. The system used is odd; usually positive values are down and right (And negative values up and left.) but in some cases this is reversed. (These are noted so you can tell.) For values, the values are 1 pixel = 16 = $10 in hex, thus $80 $00 is 8 pixels down, and $DF $FF is 2 pixels up. Thus your patches should always end in a 0 or an F. Some things spawn at 0,0 and thus have no values to edit. Sorry. ### #Keen ### #Map K sign location relative to flag tile %patch $DC64 $B0 $FF #5 pixels across %patch $DC6F $20 $FE #30 pixels up #Spawn height %patch $AB15 $0F $FF #15 pixels up #Keen grab onto pole while jumping %patch $ABEB $80 $00 #8 pixels right #Move right when entering doors %patch $ACAC $60 $00 #6 pixels right #Move left when placing gems %patch $C4D0 $C0 $FF #4 pixels left #Keen's shots spawn: %patch $BDD6 $00 $02 #left standing (Reversed!) %patch $BDF2 $00 $03 #right standing %patch $BE19 $00 $02 #right jumping ### #Korath ### #Spawn height %patch $138EC $80 $FF #1/2 tile up ### #Lil Ampton ### #Spawn height %patch $11290 $80 $FF #1/2 tile up ### #Q.E.D and Fuse ### #Spawn height %patch $139D4 $F0 $FF #1 pixel up %patch $139E1 $F0 $FF #1 pixel up ### #Robo Red ### #Spawn height %patch $125C7 $00 $FC #4 tiles up #Shot spawn relative to Red: %patch $126CE $00 $02 #Vert (2 tiles down from head) %patch $126BD $80 $03 #3 1/2 tiles right (When shooting left only!) ### #Shikadi ### #Shikadi spawn height %patch $12EF2 $00 $FF #1 tile up ### #Shikadi Master ### #Spawn height %patch $12AB2 $80 $FE #1 1/2 tile up ### #Shikadi mine ### #Spawn height %patch $11C72 $0F $FF #15 pixels up #Mine eye positions: #Eye starts at initial location. When mine turns eye moves from old position to turning position #(Which must be 'midpoint' values) then moves to new position. For example, turning from u->l #involves moving from 0100,0050 to 0100,00D0 then to 0080,00D0. Note also that the Mine will #freeze or act odd if your midpoints aren't the average of l/r or u/d values of if you alter which #value is biggest. #To stop the eye moving set all values close to midpoint. Note also, the less they eye moves, the #faster the mine turns! #Initial: (Don't actually have to be midpoints, but are by default) %patch $11C7A $00 $01 #H (Is l/r midpoint) %patch $11C7F $D0 $00 #V (Is u/d midpoint) #Turning (Eye moves here before moving to new position, must be midpoints) %patch $121A3 $00 $01 #H (Is l/r midpoint) %patch $121A8 $D0 $00 #V (Is u/d midpoint) #When chasing Keen: %patch $122D5 $80 $00 #Moving left %patch $122FE $00 $01 #Midpoint, l/r %patch $122DF $80 $01 #Moving right %patch $122F7 $50 $00 #Moving up %patch $122FE $D0 $00 #Midpoint, u/d %patch $12305 $50 $01 #Moving down ### #Shocksund ### #Spawn height %patch $13282 $80 $FF #8 pixels up ### #Sparky ### #Spawn height %patch $11054 $00 $FF #1 tile up ### #Sphereful ### #Spawn height %patch $13648 $00 $FF #1 tile up ### #Spindred ### #Spawn height %patch $128CD $80 $FF #1/2 tile up ### #Spirogrip ### #Spawn height %patch $127CC $00 $FF #1 tile up