Difference between revisions of "Callback: Next animation frame"
From GRFSpecs
Jump to navigationJump to searchPlanetmaker (talk | contribs) m (→Next animation frame (1A/26/141/153/158): version for remark) |
(Objects also have a flag to enable random bits) |
||
Line 11: | Line 11: | ||
|} |
|} |
||
− | {{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, |
+ | {{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, bit 2 of property 13 for stations, or bit 12 of property 10 for objects. |
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. |
Revision as of 07:13, 11 January 2013
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, bit 2 of property 13 for stations, or bit 12 of property 10 for objects.
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.