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Text of the page (random words):
e up down climb branch and the ladder centring x snap 6216 marioairborne primary movement state 0 grounded 1 airborne jumping or falling the first test in the movement machine 6217 mariohammeractive 1 a hammer is in mario s hands suppresses the jump button test and swaps in the hammer sprite and the hammer tune 6218 mariohammerpending a hammer touched but not yet held latched during the airborne frames and transferred into mariohammeractive when the post landing freeze expires 621b marioclimblimita one of the two ladder extent limits for the current climb in y 8 units the climb stops and clears marioonladder when newy 8 equals either limit 621c marioclimblimitb the other ladder extent limit the two writer paths store the pair in opposite order so which is top and which is bottom is not settled treat them as a pair 621e mariofreezetimer post landing freeze countdown while non zero mario is unresponsive landing loads 4 and on expiry the pending hammer is applied and the walk animation cleared 621f marioairlandcheck airborne sub phase while 1 the fall height test runs every frame set at airborne frame 0x14 of a jump near apex or immediately for a ledge slope fall 6220 mariofatalfall this fall will kill him set when mario is more than 0f pixels below his take off y consumed on landing as marioactive this xor 1 6221 mariostartfall one shot the ground went away trigger raised by the slope ledge contact check the player state reset consumes and clears it putting mario airborne with zero initial velocity 6224 marioclimbsoundtoggle alternates 0 1 across climb half steps the footstep sound fires only on the 0 phase it gates the sound and nothing else reads it 6225 itemcollected 1 a prize was just collected set at pickup and consumed at landing which clears it and queues the pickup tune on every board but 25m 6227 board current board type 1 25m girders 2 50m conveyors 3 75m elevators 4 100m rivets re derived from boardseqptr on every context restore and the per board setup dispatches on it 6228 lives lives remaining for the player up offset 0 of the live 8 byte context at 6228 622f seeded from diplives decremented on death incremented on the bonus life award 6229 level level number 1 based binary clamped to 99 board bonus min 10 level 40 80 incremented once per completed level when the board order hits its terminator 622a boardseqptr 16 bit rom pointer lo hi into the board order table initialised to 3a65 board complete steps it and copies the byte it lands on into board on the 7f terminator it reloads 3a73 the head of the level 5 and up group so the order repeats forever 622c playintro 1 still play the opening cutscene for this player both death handlers zero it which is why boards after a death skip the intro 622d bonuslifeawarded latch so the score threshold extra life is granted once per player 622e howhighindex height index for the how high can you get interlude clamped to 5 stepped whenever boardseqptr differs from its saved copy 622f howhighlastseq copy of boardseqptr s low byte used only to detect that the pointer moved 6280 boardobjscratch board object block 64 bytes at 6280 62bf seeded from a rom template at board build its first 16 bytes are a stride 8 two record array 6280 and 6288 selected by frame parity 0 state 1 park dwell timer 2 the object s column 3 screen y 4 per tick countdown the rest of the span is heterogeneous rivetsleft and bonus are carved out of it 6290 rivetsleft rivets still in place on 100m initialised to 8 decremented as each is removed and at 0 the board is won 6291 edgerivetarmed edge triggered one shot in the rivet pickup standing on a rivet board edge column mariox 4b or b3 only arms it the rivet is taken on a later frame once he has stepped off and the latch is disarmed 6292 rivetpresent eight per rivet present flags 1 still there at 6292 6299 the remover tests and clears one then decrements rivetsleft 62a0 m50obj1reversetimer 50m first travelling object s reversal timer decremented on even frames reloading 0x80 and flipping the step direction on underflow 62a1 m50obj1stepdir 50m first travelling object s signed step direction latch only its sign is published 62a2 m50obj2reversetimer 50m second object s reversal timer reload 0xc0 62a3 m50obj2stepdir 50m second object s signed step direction latch 62a5 m50obj3reversetimer 50m third object s reversal timer reload 0xff 62a6 m50obj3stepdir 50m third object s signed step direction latch 62a7 spawntimer spawn cadence timer at 0 a free slot in the 6600 array is claimed and seeded and it reloads 0x34 always decrements 62a8 renderstrptr source character string pointer word walked to a 7f terminator and stored back each step 62aa renderobjptr object record pointer word the renderer reads the sprite code and attribute out of 62ac renderdstptr destination pointer word the renderer writes its 4 byte record to a slot inside the sprite shadow buffer 62b0 bonusstart the board s starting bonus held constant for the whole board the denominator for barrel release pacing and for the end of board tally 62b1 bonus bonus counter in units of 100 points set at board start to min 10 level 40 80 reaching 0 arms the bonus expired sequence it ticks down on a timer on 50m 75m 100m and off the barrel release on 25m 62b2 bonuseventmark next bonus value at which the board s periodic spawn event fires initialised to bonusstart and stepped down by 8 at each match 62b3 bonusperiod frames between bonus ticks max 0xdc 2 bonus 0x28 62b4 bonustick countdown to the next bonus tick reloaded from bonusperiod 6300 objparamtable0 per board type 0 object init table stride 5 de interleaved here at board build exact record layout inferred 6310 objparamtable1 per board type 1 object init table parallel to table 0 6340 effectstate score effect state a 4 way dispatch index pickup and hit sites raise it to 1 6341 effecttimer effect display hold countdown armed to 0x40 blanks the score popup sprite on expiry 6342 effectselect effect select mode byte its low bits are walked one at a time to pick which award value is staged 6343 effectparamptr effect parameter pointer word the base of the hit record the popup is placed on 6345 effectseqstate effect sequence state a 3 way dispatch index re arms effectstate on completion 6346 effectseqinner effect sequence inner countdown decremented first on each tick 6347 effectseqouter effect sequence outer countdown decremented when the inner one drains and advancing effectseqstate at 0 6351 collidedobjectbase base address word of the hazard array that contained the collision hit its high byte serves as the array classifier 6353 collidedobjectstride per record stride of the hit array 0x20 used as the walk increment out to the hit record 6354 collidedobjectindex index of the hit object within its array recovered as the sweep count less the remaining loop counter 6380 difficulty difficulty ramp min level difficultyclock 3 5 it rises both with the level and with time spent on the board 6381 difficultyclock increments every 256 frames every eighth increment recomputes difficulty reset at board start 6382 barrelclaimmode 25m barrel slot claim mode and the selector for which of two barrel kinds is stamped the low bits are the mode and bit 7 picks the kind the two kinds carrying different sprite and attribute bytes and so different palettes bit 0 independently selects the one waypoint path table which named object each kind is has not been established 6383 frameseen the main loop s latched copy of the last frame it serviced the loop spins comparing this against the frame counter that is the wait for vblank 6384 difficultyprescaler increments once per serviced frame the block that follows it runs only when it wraps i e every 256 frames 6385 introstep step index of the opening kong climb cutscene walked 1 to 7 through an 8 entry table reached only while gamesubstate is 7 6386 bonusexpiredstep small 0 3 state machine run once the bonus reaches 0 both bonus decrement sites set it to 1 the moment that happens 6387 bonusexpireddelay countdown delay timer of the bonus expired sequence state 2 counts it down and advances the step on underflow 6388 boardadvancestep board cleared interlude step index dispatched through one of three board parity tables each step renders one stage and then increments it a write of 0 restarts the sequence 6389 hammersavedbgm background tune saved when a hammer is grabbed so the pre hammer tune can be restored to sndbgm at hammer expiry not cleared on restore so it goes stale until the next grab 638c bonusdisplay the on screen bonus value packed bcd of the bonus counter stepped in lockstep with it and paid into the score at board completion 638d cutscenebandcount intro cutscene band count seeded to 5 and decremented per band count 1 16 indexes the band table 638e introscrollindex intro kong climb scroll index seeded to 1f and walked down as the displaced video copy offset 6391 colourcycleactive 1 while the attract colour cycle sweep is running set at each frame counter wrap cleared when the sweep counter finishes at 0x80 6394 hammertimerlo 16 bit up counter for how long the current hammer has been active the hammer ends when the high byte reaches 2 about 512 frames bit 3 of the low byte drives the 8 frame swing animation 6395 hammertimerhi high byte of the hammer up counter 6396 spawnrequest spawn request 3 is stored each bonus period bit 0 activates the object seeding its position and appearance and the latch is then cleared 6398 edgerepositionflag one shot mario s y was just repositioned flag set right after a forced y write and read as a gate by the lift ride code 639a objspawnreq spawn request into the 65a0 array of 50m moving objects when set and objspawntimer has drained a free slot is filled and the request cleared 639b objspawntimer cooldown gating that spawn request the service returns while it is non zero and it reloads to 7c after each spawn 639d deathanimphase phase of mario s death animation 0 2 the dispatch index for the death cluster the animation runs 296 frames the sprite rotating through four orientations 13 times before settling on tile 7a after which a life is lost never non zero outside the death sub state 639e deathanimticksleft death animation ticks remaining primed to 13 and decremented once per 8 frame gate tick not per frame at 0 it advances deathanimphase 63a0 eventreq313c insert event request for the hazard inserter when set and a free slot exists a slot is activated and the request cleared raised both by the difficulty scaled periodic trigger on 50m 100m and by the fixed hazard s own re arm 63a1 objlivecount per scan tally of live records while sweeping the 6400 hazard array the scan returns a caller skip when it lands on an empty one 63a3 m50obj1step 50m first object s published signed x step 0 on even frames 1 on odd 63a4 m50obj2stepneg 50m second object s published negative x step the mover reads this arm below x 0x80 63a5 m50obj2steppos 50m second object s published positive x step the exact negation of the arm above 63a6 m50obj3step 50m third object s published signed x step 63ab segaddr1 board render line segment first endpoint tile address word the column start 63ad segaddr2 second endpoint tile address word the end cap write pointer 63af segsubtile1 first endpoint sub tile x x 7 63b0 segsubtile2 second endpoint sub tile x 63b1 segheight segment height abs y2 y paid down 8 pixels a row by the column drawers 63b2 segrun segment run x2 x its sign gives the girder or ladder slant 63b3 segkind segment record kind the aa terminator and the girder versus ladder drawer selector 63b4 segsubtiley1 first endpoint sub tile y y 7 63b5 segtile current stamped tile code stepped by the drawers for slant and fill 63b7 m50objrowshift 50m sprite object row x shift delta added into the x column of the sprite object block an x shift not a colour delta 63b8 bonusdisplayzeroed latch recording that the bonus readout has bottomed out suppressing re seeding once the display reaches zero 63b9 objsearchcount record count of the object list currently being searched staged for the bounding box search on a hit the matched record s index is recovered as this count less the remaining loop counter 63c0 seqadvanceptr indirect pointer word to the sequence counter the gated tick helper advances once substatetimer expires introstep for the cutscene boardadvancestep for the interlude depending on which setup seeded it 63c2 introwalkptra intro walk pointer a word seeded to 38b4 and advanced to a 7f terminator 63c4 introwalkptrb intro walk pointer b word seeded to 38cb 63c8 objiterptr saved iterator pointer word walking the 6400 array handed between the driver and the collision arm through memory 63cc demoscriptindex attract demo script step index walks 0 to 18 and restarts each demo cycle every advance producing a new control word 63cd demoscriptcountdown attract demo per step countdown reloaded to a fresh duration at every script advance 6400 objarray64 the fires object array stride 0x20 the per frame driver walks 5 records the collision arm sweeps 5 on 25m 50m 75m and 7 on 100m record fields 0 active 3 x 5 y 7 sprite code 8 attribute 9 0a collision half extents 0d state 18 insert pending 1a 1b saved path table pointer 6500 objarray65 the springs object array stride 0x10 10 records at 6500 659f 75m only and only records 0 1 were ever seen active each walks an animation string of signed y deltas and rewinds at the terminator springs is inferred from behaviour 65a0 objarray65a0 the 50m travelling objects object array stride 0x10 6 records x sweeps the full screen width y stays row fixed 6600 objarray66 object array stride 0x10 6 records 75m only each drifts one pixel vertically per service toward its limit the drift matches the moving platforms but nothing in the code names these objects bit 3 of the state field picks the direction a riser lands at row 96 with x snapped to column 119 a faller deactivates at row 248 elevators is inferred from behaviour 6680 objpair6680 the hammers two records of 0x10 at 6680 and 6690 field 1 of each is the in play flag marking which hammer mario grabbed set on the touch and cleared at hammer expiry 66a0 objrecord66a0 the board s fixed hazard on 25m the oil drum at x 39 y 224 where the fires are born on 50m at x 127 y 120 dormant on 75m and 100m a single record scattered in from a rom template on exactly the boards whose collision arm sweeps it 6700 objarray67 the barrels object array stride 0x20 10 records spanning 6700 6840 board 1 only identically zero during play on the other three live sprite codes are six barrel frames times the flip bit 6900 spritebuffer sprite shadow buffer 96 hardware sprite records of 4 bytes at 6900 6a7f the cpu fills it and the dma blits all 384 bytes to sprite ram 7000 every vblank record layout in game terms 0 x 1 code with flip on bit 7 2 attribute 3 y the video hardware reads each record rotated that swap is the portrait orientation not an error 6908 spriteobjblock a 10 record 40 by...
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