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Sprites are fairly complicated as far as script design is concerned. The engine has a somewhat large number of internal registers for each of the 16 sprites it supports. Any time loadroom is called and a new loadroom script is initialized, before the start event is processed the sprites are all disabled and all flags and coordinates are reset to a known 0 state. These registers are configured both through the system variable group AND the sprite collection of instructions, accessed via dot notation.
There are six instructions for the sprite sub system. They are as follows:
There are nine system registers for sprites and they are as follows: