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Pixelstick wikipedia
Pixelstick wikipedia










pixelstick wikipedia

ROM pointer value (apparently a function callback pointer)īit #3: skip bit for pair falling routineĬounter before next RNG iteration: initial value made hard to memorize (64 hardcoded values + randomized values), and various hardcoded stepsĪbsolute-pixel reference x coordinate (beam-x) Pool tag, 0xF7C0 (player status) or 0xF780 (falling puyo) This structure is related to the Falling Pair Spawning Process Field offset Pending ojama count while opponent is chaining (to fall on the structure's player) Number of puyo groups to be cleared (for group bonus) Score multiplier for current chaining step (chain power + color bonus + group bonus, capped to 999)Ĭallback pass counter (countdown: 0=call only once before advancing)

pixelstick wikipedia

Pending ojama count after opponent is done chaining (to fall on the structure's player) Score multiplier for current chaining step (10 * puyos cleared * variable factor, capped to 65535) "pair is falling", "resolving chain", "summing score".). This structure is related to the player status in the current battle, and keeps the state of the current player: score, turn, groups to be cleared, nuisance to be received, current checkpoint in the game algorithm (main logic callback, i.e.

pixelstick wikipedia

The game does not link those puyos together, and treats them as different colors. Note: there are 2 colors codes acting as green, but they are not compatible. While picking pairs, in the memory areas containing the randomized pair pool and the next three pairs, the game handles color codes according to this list:

#Pixelstick wikipedia code#

Thus, in structures handling the board, the display of the few upcoming pairs, the currently falling piece, the codes are sprite identifiers, stored on 1 byte as such:Įach sprite code has variations: the first digit stands for the color, while the second digit is the sprite variation (where they look at, how they are linked to their neighbors.). The game picks puyos according to color codes, which are converted into sprite numbers to be displayed on the screen. The board is an array of bytes, two of which depict a single position, since the game stores every sprite ID twice at the same spot.












Pixelstick wikipedia