21. Graphics animation + respective pointers Pointers Location= 11ECD8 Size= 2 bytes These do not load the graphics for an effect, these point to where the animation data is. Getting a location is simple: add the pointer to 100200h for the ROM address start (D00000h for the CPU address). The way the pointers are used is simple: it loads the pointer into $00:0022 in the RAM, then loads it up with A7h later (LDA: Direct Page Indirect Long opcode). 080 = 11EDD8: 56 68 (6856) 0C1 = 11EE5A: 4D 5D (5D4D) Animation Location= 100200 Size= variable Bytes 1 & 2: Speed of animation? Bytes 3 & 4: 0090 = Slightly see-through (Fire) Bytes 5....: Animation code Animation commands EB = Direction of animation At least 1 byte parameter. 58: (Fire) 80: Circle, then spiral (???) ---------------------------------- Shock: Spinning Crystal sword (80) 00 20 D1 01 8E 01 85 8F 61 DB 03 BF 19 70 81 12 13 C9 52 83 E8 83 62 00 00 83 85 01 01 83 6F 83 24 02 02 83 8E 83 C3 03 03 81 04 06 83 87 83 3F 83 25 04 04 83 A7 83 21 05 05 83 27 83 62 06 06 81 12 13 83 C7 83 69 07 07 93 CE 83 88 08 08 83 C8 83 88 09 09 83 87 83 27 C2 80 89 20 0A 8A 89 20 1F 8A FF Flash (80 80) 00 20 D0 20 B0 FF ---------------------------------- Fire (C1) 40 00 90 00 EB 58 5D 5E 5D 65 5D C9 00 80 3B 83 99 8B 04 00 80 3C 8C FF Fire 2 (C2)