Changes
Jump to navigation
Jump to search
no edit summary
* Opcode: '''0xE2'''
* Short name: '''BGROL'''
* Long name: Background Roll
==== Memory layout ====
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
! width="40" | 0xE2
! width="40" | ''B''
! width="40" | ''A''
|}
==== Arguments ====
* '''const UByte''' ''B'': Bank to retrieve ''A'', or zero if ''A'' is specified as a literal.
* '''const UByte''' ''A'': The ID of the background area to roll, as specified in the background's sprite.
==== Description ====
Turns on the next numerical layer in the background area specified by ''A''. For example, if background area 3 is currently set to display layer 1 for that particular area, a call to BGROL(0,3) will display layer 2 for that area.
* Short name: '''BGROL'''
* Long name: Background Roll
==== Memory layout ====
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
! width="40" | 0xE2
! width="40" | ''B''
! width="40" | ''A''
|}
==== Arguments ====
* '''const UByte''' ''B'': Bank to retrieve ''A'', or zero if ''A'' is specified as a literal.
* '''const UByte''' ''A'': The ID of the background area to roll, as specified in the background's sprite.
==== Description ====
Turns on the next numerical layer in the background area specified by ''A''. For example, if background area 3 is currently set to display layer 1 for that particular area, a call to BGROL(0,3) will display layer 2 for that area.