From 4ea0426e5cadf0b8e55141346683d0fb78c9e68e Mon Sep 17 00:00:00 2001 From: AliceLR Date: Thu, 28 Dec 2023 23:36:22 -0700 Subject: [PATCH] Update for additional help file changes. --- docs/WIPHelp.txt | 15 +++++++++++++-- 1 file changed, 13 insertions(+), 2 deletions(-) diff --git a/docs/WIPHelp.txt b/docs/WIPHelp.txt index e8e290ad1..16dbd453c 100644 --- a/docs/WIPHelp.txt +++ b/docs/WIPHelp.txt @@ -5495,6 +5495,7 @@ arrangement. >_p0:PLAYER CHAR [char] >_p9:PLAYER CHAR [dir] [char] >_pA:PLAYERCOLOR [color] +>#COMMAND2.HLP:_c3:CHANGE CHAR ID # [char] >#COMMAND2.HLP:_b9:BULLETCOLOR [color] >#COMMAND2.HLP:_b0:BULLETE [char] >#COMMAND2.HLP:_bA:BULLETN [char] @@ -5516,7 +5517,6 @@ arrangement. >#COMMAND2.HLP:_eC:ENEMY BULLETS [char] >#COMMAND2.HLP:_eD:ENEMY BULLETW [char] >#COMMAND2.HLP:_m2:MISSILECOLOR [color] ->#COMMAND2.HLP:_c3:CHANGE CHAR ID # [char] >#COMMAND2.HLP:_c7:CHANGE THICK ARROW CHAR [dir] [char] >#COMMAND2.HLP:_c8:CHANGE THIN ARROW CHAR [dir] [char] @@ -7351,6 +7351,9 @@ any part of the sprite is at the given coordinates. Use p?? to check for any sprite. If p?? is used, SPR_NUM is also set to the lowest sprite number at that location (if any). +For static sprites, this check is valid against the coordinates +where they visually appear, not their actual locations. + :_cF:~ACOLOR INTENSITY # PERCENT :_cG:~ACOLOR INTENSITY # # PERCENT @@ -8352,7 +8355,7 @@ sample in OGGs. ~BMOD_LENGTH (read-only, board) -Displays the length of the currently playing mod. This counter's +Contains the length of the currently playing mod. This counter's value shows number of rows for module files and number of samples for OGG files. @@ -8658,6 +8661,14 @@ If set to 1, makes sprite n act static (like a static overlay, a static sprite always stays in a given position on the screen); if this is 0, the sprite scrolls with the board. +Of note: any collision with a static sprite happens based on its +visually-apparent location, not its actual location. This means +that when the board scrolls, the valid coordinates for absolute +collision checks against a static sprite change even when the +static sprite itself is not visually moved, and that relative +collision checks like SPRn_CLIST against a static sprite work +based on the static sprite's screen position. + ~BSPRn_SWAP (write-only) Swaps sprite n with the sprite number to which this function is