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FF7/Field/Script/Opcodes/E0 BGON

1,429 bytes added, 02:32, 12 September 2006
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* Opcode: '''0xE0'''
* Short name: '''BGON'''
* Long name: Background On

==== Memory layout ====
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
! width="40" | 0xE0
! width="50" | ''B1 / B2''
! width="40" | ''L''
! width="40" | ''S''
|}

==== Arguments ====

* '''const Bit[4]''' ''B1'': Bank to retrieve ''L'', or zero if ''L'' is specified as a literal.
* '''const Bit[4]''' ''B2'': Bank to retrieve ''S'', or zero if ''S'' is specified as a literal.
* '''const UByte''' ''L'': The ID of the background area to manipulate, as specified in the background's sprite.
* '''const UByte''' ''S'': The ID of the layer of ''L'' to display (turn on), as specified in the background's sprite.

==== Description ====

Turns on the portion of background whose [[FF7/Field/Sprite|background sprite]] belongs to the scripted layer and state specified.

Parts of the background image may be assigned a "script layer" that allows control over the background by the scripting system. Within each script layer, backgrounds are drawn on top of each other on the same location; these can represent a door in both open and closed states, for example, allowing the script to switch between an open door when a trigger is crossed, and a closed door otherwise, by simply [[FF7/Field/Script/Opcodes/E1 BGOFF|turning off]] the "closed door" background and turning on the "open door" background.

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