← 4000 Loading screen Map 5B10 → Ball B state
5B00: Ball A state
Ball A's state record, 16 bytes
ball_a_x_accum 5B00 DEFB $00 Ball A X sub-pixel accumulator
ball_a_y_accum 5B01 DEFB $00 Ball A Y sub-pixel accumulator, the same on the Y axis
ball_a_x_threshold 5B02 DEFB $00 Ball A X step threshold: sub-pixel units per pixel step, 0 for no X motion
ball_a_y_threshold 5B03 DEFB $00 Ball A Y step threshold, the same on the Y axis
ball_a_x_dir 5B04 DEFB $00 Ball A X direction: 0 for left, 1 for right
ball_a_y_dir 5B05 DEFB $00 Ball A Y direction: 0 for up, 1 for down
ball_a_speed 5B06 DEFB $00 Ball A speed: move passes per frame
ball_a_move_pass 5B07 DEFB $00 Ball A move passes taken this frame
ball_a_move_gate 5B08 DEFB $00 Ball A re-hit gate: 0 when idle, 1 to 8 while it is armed
ball_a_deflect_cooldown 5B09 DEFB $00 Ball A inhabitant-deflect cooldown: 0 when idle, 1 to 12 while it runs
ball_a_bounce_count 5B0A DEFB $00 Ball A bounces toward the next rally speed step
ball_a_on_bat 5B0B DEFB $00 Ball A on the bat: 1 while the bat holds ball A for a serve or a glue catch, 0 otherwise
ball_a_skip_catch 5B0C DEFB $00 Ball A bat-catch bypass: 1 when the next bat hit is a plain bounce, with no glue catch, combo reset or speed step, 0 otherwise
5B0D DEFS $03 Ball A record tail. Its last byte is the hold timer, which times both a serve and a glue catch.
← 4000 Loading screen Map 5B10 → Ball B state
Fork me on GitHub