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Controller Data Byte

I looked in the RAM map for this, but I couldn't find any info on how to manipulate the Controller Data; what bytes in the controller data are what keys.

Would someone help me with a map of what the controller data stuff is?
Aww, I can't have fun...
$7E:0015 Controller data 1 (01=Right, 02=Left, 04=Down, 08=Up, 10=Start, 20=Select, 00=R and L, 40=Y and X, 80=B and A)

$7E:0016 Controller data 1 (one frame)
Same values as above.

$7E:0017 Controller data 2 (00=Right, 00=Left, 00=Down, 00=Up, 00=Start, 00=Select, 10=R, 20=L, 00=Y, 40=X, 00=B, A=80)

$7E:0018 Controller data 2 (one frame)
Same values as above.

I hope it helps.
Thank you so much, just one question.

Is Controller Data 1 = Controller 1 and Controller Data 2 = Controller 2? Or is it just both Controller 1, but separate bytes for the "controller split?"
Aww, I can't have fun...
Depending on which specific button you're pressing or using, it will check $7E:0015/$7E:0016 or $7E:0017/$7E:0018 on either controller.

Also, to manipulate the controller data you need to examine this simple code:

LDA $15 ; You can change $15 to $16,$17 or $18
AND #$xx ;xx = controller values
BEQ RETURN ; You can change it to BNE

[insert asm code in here]

RETURN: RTS

You can check the code of the sign blocks from the Custom Blocks section to see how it works.

Thanks, but that code was already assembled. Is there a disassembler somewhere?
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</font></a>Right here.</font>





Unexpected end tag (</font>) at 93, expected </a>
OMFG thank you so much!!
AIYO, I'm making your Dragon Coin thing. Seems easy now.
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which, the one that makes the sound when you collected 2?
Yes, you can find it here.

It only works when you collect two, not greater than, not less than, exactly TWO! If you need to change that, tell me here.


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its supposed to be a sprite/generator not a block.
Okay, I think I got what you wanted this time; is that okay?

Here.

This one is different than the block. It's a sprite this time.
Aww, I can't have fun...