Difference between revisions of "FF7/Field/Script/Opcodes/E2 BGROL"
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==== Description ==== | ==== 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. | + | Turns on the next numerical layer in the background area specified by ''A''. For example, if background area 3 is currently set to [[FF7/Field/Script/Opcodes/E0 BGON|display layer]] 1 for that particular area, a call to BGROL(0,3) will display layer 2 for that area. If an invalid layer is given, or the background rolls past the last layer for this area, no background is displayed by this opcode. |
Latest revision as of 05:19, 23 May 2019
- Opcode: 0xE2
- Short name: BGROL
- Long name: Background Roll
Memory layout
0xE2 | B | A |
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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. If an invalid layer is given, or the background rolls past the last layer for this area, no background is displayed by this opcode.