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* Opcode: '''0xE3'''
* Short name: '''BGROL2'''
* Long name: Background Roll (Reverse)
==== Memory layout ====
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
! width="40" | 0xE3
! 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 ====
Similar to [[FF7/Field/Script/Opcodes/E2 BGROL|BGROL]], except the roll runs backwards through layers, rather than forwards.
* Short name: '''BGROL2'''
* Long name: Background Roll (Reverse)
==== Memory layout ====
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
! width="40" | 0xE3
! 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 ====
Similar to [[FF7/Field/Script/Opcodes/E2 BGROL|BGROL]], except the roll runs backwards through layers, rather than forwards.