Talk:RNG1

From A complete guide to Super Metroid speedrunning
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  1. JSL $808111
    Main RNG loop, of course. Increments seed by one step
  2. ROM Initialization
    Sets RNG to #$0061
  3. JSR $9286 (Bank 86, probably indirect)
    Some kind of enemy/room projectile. Most likely debris of some kind that spawns on bottom of one-screen-tall room. RNG is used (unknown purpose, probably a timer or angle or speed - set to low 6 bits of RNG + #$0040) but not incremented.
  4. JSR $9D0C (Bank 86, probably indirect)
    Some kind of enemy/room projectile. Most likely debris of some kind that spawns on bottom of two-screen-tall room. RNG is used but not incremented. Sets spawn-position of projectile somewhere near left or right of the enemy that spawns it - x-position set to enemy position + low 6 bits of RNG (if RNG is even, - low 6 bits of RNG instead)