Callback: Next animation frame: Difference between revisions
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Planetmaker (talk | contribs) m →Next animation frame (1A/26/141/153/158): version for remark |
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From TTDPatch 2.5 beta 2, you can ask for random bits in variable 10. To enable this, set bit 3 of property 19 for houses, bit 0 of property 12 for industry tiles, or bit 2 of property 13 for stations. |
{{ottdp| |2.5|ttdprev=beta 2}} From TTDPatch 2.5 beta 2, you can ask for random bits in variable 10. To enable this, set bit 3 of property 19 for houses, bit 0 of property 12 for industry tiles, or bit 2 of property 13 for stations. |
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Like all animation callbacks, if the high byte of the result is nonzero, it will be interpreted as a sound effect number, and the corresponding sound effect will be played at the tile. |
Like all animation callbacks, if the high byte of the result is nonzero, it will be interpreted as a sound effect number, and the corresponding sound effect will be played at the tile. |
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Revision as of 23:24, 3 August 2011
Next animation frame (1A/26/141/153/158)
Called in every animation frame, this callback returns the number of the next frame to display. Additionally, it can return these special values:
| Value | Meaning |
|---|---|
| FF | stop animation. The current frame stays on screen until the animation is restarted. |
| FE | continue with next frame as usual. You can return this for stages where you don't want to do anything special. |
2.5 From TTDPatch 2.5 beta 2, you can ask for random bits in variable 10. To enable this, set bit 3 of property 19 for houses, bit 0 of property 12 for industry tiles, or bit 2 of property 13 for stations.
Like all animation callbacks, if the high byte of the result is nonzero, it will be interpreted as a sound effect number, and the corresponding sound effect will be played at the tile.