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Commands that affect the current actor
Identical commands available for Projectile, Player and New.
| Command | Description |
|---|---|
| Animation | Trigger an animation on the entity |
| Camera Follow | Force the camera to follow this specific actor |
| Child Spawn | Spawn a child of this actor (use Level category for spawning a new actor) |
| Direction | Set the look or movement direction of this entity |
| Freeze | Freeze or Unfreeze the actor, preventing movement, collision and animations |
| Look At Point | Look towards a specific point on the level |
| Melee | Do a manually programmed melee box attack |
| Origin | Change the entity relative position (parent locked) |
| Position | Change the entity position |
| Push | Push this entity a certain amount over a number of frames |
| Render Clearing | Enable or disable clearing of an actor's render |
| Render Mode | Set the rendering mode of this entity |
| Reset Timer | Reset the entity's timer settings to default, overriding yields |
| Schedule Event | Trigger a codeblock on this entity after a number of frames |
| Separate | If overlapping, separate from another actor so they no longer overlap |
| Set as NEW | Set this actor, or the actor's parent, to NEW |
| Set as Player | Change PLAYER to the one with a specific controller |
| Set Controller | Override the joystick controller for the actor |
| Shoot | Fire an actor |
| Spawn Actor | Shortcut to Level->Spawn Actor |
| Speed | Set the exact speed of this entity |
| Type | Change the entity type |
| Yield | Trigger the following code after a number of frames |
| Z Order | Change the rendering 'Z' position of the actor |
Commands that affect sound and music
| Command | Description |
|---|---|
| Auto Fade Music | Set whether music fades with screen |
| Music Pause | Pause music playback |
| Music Position | Set the pattern position of a song |
| Music Resume | Resume the music from wherever it left off |
| Music Volume | Set the volume of music (0-256) |
| Music | Load and play a song |
| Play CD Music | Play or stop CD music (or ADPCM-B on NeoGeo) |
| Set Music Channels | Reserve Channels specifically for music |
| Sound Volume | Set the volume of sound effects (0-256) |
| Sound | Trigger a sound |
Commands for basic and general operations
| Command | Description |
|---|---|
| Advanced | Core Engine functions. Don't use unless you know what you're doing! |
| Comment | No action, only used for commenting codeblocks |
| Execute | Run an AmigaDOS command (use with care) |
| Gosub | Go to another codeblock or label, return to here when return is called |
| Goto | Go to another codeblock or label |
| Inline | Insert an entire codeblock into this line |
| Label | Define a point inside a codeblock for goto or gosub commands |
| Pop from stack | Pop value from stack into variable (ADVANCED) |
| Push to stack | Push value on to stack (ADVANCED) |
| Quit | Exit to AmigaDOS or Workbench (set expression to other than 0 to display error code) |
| Return | Return to game (or to the last Gosub) |
| Roll Dice | Generate a random number by simulating a dice roll |
| Schedule Event | Trigger a codeblock on this level after a number of frames |
| Set Variable | Change the value of a variable |
| Wait | Freeze the game for a number of frames |
| Yield On Level | Continue this codeblock after a number of frames, using level OnTimer |
Commands for branching conditions and loops
| Command | Description |
|---|---|
| Condition | A standard IF statement |
| Else If | An IF statmement that only runs if the previous IF was false |
| Else | If the previous IF statement was false, do this instead |
| End Condition | Close the last open condition |
| For Each Actor | Execute a codeblock on each actor of type (or all actors) |
| For | Execute a variable loop |
| While | Loop this condition while the IF statement is true |
Commands that affect controls
| Command | Description |
|---|---|
| Attack/Move Controls | Change the attack/move button and behavior settings |
| Boost Acceleration | Boost a controlled actor's acceleration |
| Boost | Boost a controlled actor's top speed |
| Control Mode | Change the number/type of active controllers |
| Jump Controls | Change the jump button and behavior settings |
Commands that affect data, such as loading and saving
| Command | Description |
|---|---|
| Data Load | Load variables from disk. Check Success variable for result |
| Data Save | Save variables to disk. Check Success variable for result |
| String Clear | Clear an entire string |
| String Replace | Replace an entire string with another string |
| String Set Character | Change any of the characters on a string (using ASCII codes) |
Commands for displaying text
| Command | Description |
|---|---|
| Choice | Configure a dialogue option for the player |
| Print text to a panel | |
| Speak Delay | Set how long it takes each character to be printed |
| Speak | Print a line of dialogue to the talkpad |
Commands that affect the resolution, screen and panels
| Command | Description |
|---|---|
| Blink Time | Set the Blinking Time for RenderMode_Blink etc |
| Camera Bounds | Change Left/Right/Up/Down bounds of the camera |
| Camera Box | Change the distance of the player from the camera center |
| Camera Follow | Change how the camera follows the player |
| Camera Position | Change where the camera is |
| Camera Scroll | Set how fast the camera auto scrolls in X and Y |
| Column Scroll | ADVANCED Mega Drive only. Requires Set Screen command to enable |
| Configure Screen | Set Y Resolution, refresh rate, screen wrap mode etc |
| Panel Bottom | Change the panel on bottom |
| Panel Special | Change the 32X panel OR Amiga Sprite Panel |
| Panel Top | Change the panel on top |
| Panel | Change the panel on the main display |
| Parallax Pointer | Set the variable that controls parallax (default is Camera_X) |
| Parallax Scroll | Manually set the offset of a slice of a parallax setup |
| Talkpad | Set the talkpad, needed for Say command |
Commands for loading or affecting the current level
| Command | Description |
|---|---|
| Asset Bundle | Load or unload an asset bundle (ADVANCED) |
| Background | Replace the current background with another one |
| Block Count | Count the number of blocks of a type in the level |
| Block Find | Find the next block of a type, updating block_x/block_y if any matches |
| Block Get by Pixel | Get the block on pixel coordinates location |
| Block Get | Get the block on tile coordinates location |
| Block Set | Change the block in a specific location |
| Block Spawn | Spawn an actor on a block |
| Level | Load and run a new level |
| Spawn Actor | Spawn an actor in the level |
| Teleport to | Teleport to a specific teleporter configured in any map |
| Tile Properties Get | Get the tile properties on tile coordinates location |
| Tile Properties Set | Set the property of a tile |
Commands for mathematics
| Command | Description |
|---|---|
| Absolute | Convert an expression, if negative, to positive |
| Angle | Rotate a value by a direction, and put the resulting value into two expressions |
| ATan2 | Get a 0-359 degree direction from X and Y |
| Distance (Exact - Slow) | Calculate the direct distance between two points |
| Distance (Manhattan - Fast) | Calculate the manhattan distance between two points |
| Square Root | Calculate the square root of an expression |
Commands that allow for fades and palette manipulation
| Command | Description |
|---|---|
| Color Read | Load the original color of a palette index into RED, GREEN, BLUE |
| Color Reset | Reset the color of a palette index to the original value |
| Color Set | Change the color of a palette index |
| Color Write | Save a new color from RED, GREEN, BLUE into the palette |
| Fade In | Fade the screen in from black |
| Fade Out | Fade the screen out to black |
| Fade Time | Set how many frames it takes to fade in/out a level |
| Palette Read | Read a single color from a PNG into RED, GREEN and BLUE |
| Palette Set | Set a range of colors from a PNG |
| Palette Swap | Change the index of a color on all frames of an animation |
Declare a variable value
| Command | Description |
|---|---|
| Alias | Add an alternative name for another variable e.g. actor_health = actor_var1 |
| Array | Reserve empty space in memory. Value field contains the length |
| Constant | An unchangable number. Value field contains the hard coded value. |
| Hardware Register | ADVANCED. Peek or poke the bare metal. |
| LookUpTable | Array that reads from a text file with one constant per line. Read only. |
| String | A set of ASCII characters. Value field contains the initial value (length cannot be changed) |
| Variable | A changeable number. Value field contains the default value. |
| Name | Description |
|---|---|
| anim_force_left | Force an actor to play the left side of the current an auto flipped animation |
| anim_force_right | Force an actor to play the right side of the current an auto flipped animation |
| block_coll_force | Forces an actor to collide with a block. Only valid when used with block collision events. |
| block_coll_passthru | Forces an actor to pass through a block. Only valid when used with block collision events. |
| block_count | Use with the level->block count command |
| block_find | Use with the level->block find command |
| check_talkpad | Checks that there is a valid talkpad before displaying text |
| debug_breakpoint | Manually triggered breakpoint |
| destroy_actor | Destroys the current actor |
| destroy_all_actors | Destroys every actor |
| destroy_all_blocks | Destroys every block |
| destroy_block | Destroys the current block |
| destroy_child_actors | Destroys all child actors |
| do_teleport | Triggers a teleport |
| fadein | Fades in from black |
| fadeout | Fades out to black |
| flipscreen | Camera snaps to the player's current screen |
| flipscreen_smooth | Camera smoothly scrolls to the player's current screen |
| flipxmove | Reverses an actor's X direction |
| flipxymove | Reverses an actor's X direction and Y direction |
| flipymove | Reverses an actor's Y direction |
| freemem | Clears as much memory as possible |
| freemem_hard | Clears as much memory as possible, also scrubbing the cache |
| freeze_actor | Freezes an actor's movement and logic (excluding ontimer) |
| jump_actor | Makes an actor jump |
| load_next_level | Loads the next level (alphabetically). Will loop around to the first level. |
| pause | Pauses the game until the player unpauses it. |
| quit | Quit the game with no error message |
| restart_this_level | Restart the current level |
| return | Return to the game or last gosub |
| set_ntsc | On some models of Amiga, we can force NTSC or not |
| snap_to_screen | Snaps the actor into the screen bounds |
| stop_sfx | Stop all sound effects |
| unfreeze_actor | Unfreezes the current actor |
| waitforfiredown | Waits for the player to hold down fire |
| waitforfirehit | Waits for the player to press and release fire |
| waitforfireup | Waits for the player to release fire |
| waitforframes | Waits for a number of frames |
| wrap_screen_bottom | Wraps the actor around the bottom of the screen |
| wrap_screen_left | Wraps the actor around the left of the screen |
| wrap_screen_right | Wraps the actor around the right of the screen |
| wrap_screen_top | Wraps the actor around the top of the screen |
| Constant | Description | Value |
|---|---|---|
| AGARequired | Is AGA Required for this project? | false |
| Button_Down | Constant for button is being held (eg, if control1_fire = button_down) | -1 |
| Button_Hit | Constant for button has just been pressed (eg, if control1_fire = button_hit) | 1 |
| Button_None | Constant for button is not being pressed (eg, if control1_fire = button_none) | 0 |
| DisplayDirty_DMA | Waiting for a DMA operation | 4 |
| DisplayDirty_Flip | Waiting for a buffer flip | 1 |
| DisplayDirty_Regenerate | Waiting for the screen to regenerate | 2 |
| Down | Constant for camera down | 8 |
| False | Constant for false | 0 |
| Frame_Adjust | Output Speed / Logic Speed | 1 |
| IsOnPlatform_False | Not on any kind of platform | 0 |
| IsOnPlatform_Flat | On a flat tile or block (not a slope) | -1 |
| IsOnPlatform_PlatformActor | On a platform actor | 2 |
| IsOnPlatform_Slope | On a slope | 1 |
| IsTestingLevel | Are we running in test level mode? | 0 |
| LastLevel | Constant for the last level in the game | 0 |
| Left | Constant for camera left | 1 |
| Logic_Speed | The logical speed of the project | 0 |
| None | Constant for none. Can be used for unloading levels etc | 0 |
| Right | Constant for camera right | 2 |
| Speed_Adjust | Logic Speed / Output Speed | 1 |
| Target_Speed | The output speed (framerate) of the project | 0 |
| TileMask | Use an AND operation to round to tile coordinates (eg actor_x & tilemask) | 0xFFF0 |
| Trigger_AttackAnimation | Set animation to this to trigger the attack anim | -1 |
| Trigger_AttackSound | Set sound to this to trigger the actor's attack sound | -10 |
| Trigger_CancelAnimation | Cancel the current animation | -2 |
| Trigger_JumpSound | Set sound to this to trigger the actor's jump sound | -20 |
| True | Constant for true | -1 |
| Up | Constant for camera up | 4 |
| XRes | Width of the screen (set at compile time) | 256 |
| YResMax | The maximum y resolution of the main game screen | 256 |
| Constant | Description | Value |
|---|---|---|
| AnimFlag_AutoFlipLeft | Bit for the Autoflip (left) animation flag | 4 |
| AnimFlag_AutoFlipRight | Bit for the Autoflip (right) animation flag | 5 |
| AnimFlag_HideChildren | Bit for the Hide Children animation flag | 2 |
| AnimFlag_PreventAttack | Bit for the Prevent Attack animation flag | 3 |
| AnimFlag_PreventCollision | Bit for the Prevent Collision animation flag | 1 |
| AnimFlag_PreventMovement | Bit for the Prevent Movement animation flag | 0 |
| Constant | Description | Value |
|---|---|---|
| audiodriver | The audio driver for this build | 0 |
| audiodriver_mdsdrv | Mega Drive MDSDRV audio driver | 2 |
| audiodriver_na | No audio driver | 0 |
| audiodriver_ptplayer | PTPlayer Amiga audio driver | 1 |
| audiodriver_xgm | Mega Drive XGM audio driver | 3 |
| Trigger_CancelSound0 | Cancel priority/channel 0 sfx | 0 |
| Trigger_CancelSound1 | Cancel priority/channel 1 sfx | -1 |
| Trigger_CancelSound2 | Cancel priority/channel 2 sfx | -2 |
| Trigger_CancelSound3 | Cancel priority/channel 3 sfx | -3 |
| Constant | Description | Value |
|---|---|---|
| Amiga_Fire1 | BITTST for Amiga Fire 1 (CD32 Red) | 4 |
| Amiga_Fire2 | BITTST for Amiga Fire 2 (CD32 Blue) | 5 |
| Amiga_Fire3 | BITTST for Amiga Fire 3 (CD32 Green) | 7 |
| CD32_Blue | BITTST for Amiga CD32 Blue | 5 |
| CD32_Forward | BITTST for Amiga CD32 Forward | 9 |
| CD32_Green | BITTST for Amiga CD32 Green | 10 |
| CD32_Play | BITTST for Amiga CD32 Play | 7 |
| CD32_Red | BITTST for Amiga CD32 Red | 4 |
| CD32_Reverse | BITTST for Amiga CD32 Reverse | 8 |
| CD32_Yellow | BITTST for Amiga CD32 Yellow | 11 |
| Flag_AutoFire | BITTST for AutoFire Enabled | 15 |
| Flag_LockMovement | BITTST for Lock Movement Enabled | 14 |
| Joy_Down | BITTST for Joystick Down (all platforms) | 1 |
| Joy_Left | BITTST for Joystick Left (all platforms) | 2 |
| Joy_Right | BITTST for Joystick Right (all platforms) | 3 |
| Joy_Up | BITTST for Joystick Up (all platforms) | 0 |
| Mask_TrueButtons | Bit mask for actual buttons (not directions) | 0x0ff0 |
| MegaDrive_A | BITTST for Mega Drive A | 6 |
| MegaDrive_B | BITTST for Mega Drive B | 4 |
| MegaDrive_C | BITTST for Mega Drive C | 5 |
| MegaDrive_Mode | BITTST for Mega Drive Mode | 11 |
| MegaDrive_Start | BITTST for Mega Drive Start | 7 |
| MegaDrive_X | BITTST for Mega Drive X | 10 |
| MegaDrive_Y | BITTST for Mega Drive Y | 9 |
| MegaDrive_Z | BITTST for Mega Drive Z | 8 |
| NeoGeo_A | BITTST for NeoGeo A | 4 |
| NeoGeo_B | BITTST for NeoGeo B | 5 |
| NeoGeo_C | BITTST for NeoGeo C | 6 |
| NeoGeo_D | BITTST for NeoGeo D | 7 |
| NeoGeo_Select | BITTST for NeoGeo Select | 9 |
| NeoGeo_Start | BITTST for NeoGeo Start | 8 |
| Pico_Pen | BITTST for Sega Pico Pen | 7 |
| Pico_Red | BITTST for Sega Pico Red | 4 |
| Constant | Description | Value |
|---|---|---|
| KS_1_2 | ROM is Amiga Kickstart 1.2 | 33 |
| KS_1_3 | ROM is Amiga Kickstart 1.3 | 34 |
| KS_2_0 | ROM is Amiga Kickstart 2.0 | 36 |
| KS_3_0 | ROM is Amiga Kickstart 3.0 | 39 |
| M68000 | Is a base 68000 equipped? | 0 |
| M68010 | Is an 010 equipped? (Amiga only) | 1 |
| M68020 | Is an 020 equipped? (Amiga only) | 2 |
| M68030 | Is an 030 equipped? (Amiga only) | 3 |
| M68040 | Is an 040 equipped? (Amiga only) | 4 |
| M68060 | Is an 060 equipped? (Amiga only) | 5 |
| M68080 | Is an 080 (Vampire) equipped? (Amiga only) | 6 |
| Port_CD32Pad | CD32 controller is in port | 7 |
| Port_MegaDrive_3Button | 3 Button Mega Drive pad | 3 |
| Port_MegaDrive_6Button | 6 Button Mega Drive pad | 6 |
| Port_MegaDrive_EAMultitap | EA multitap | -2 |
| Port_MegaDrive_Pico | Pico controls | -3 |
| Port_MegaDrive_SegaMultitap | Sega Multitap | -1 |
| Port_Unknown | Unknown device is in port | 0 |
| Constant | Description | Value |
|---|---|---|
| jump_movement | Constant for jumping directly up | -2 |
| look_atplayer | Constant for look actor at player | 32 |
| Look_Center | Constant for look center. Should not be used. | 4 |
| Look_Down | Constant for look down | 7 |
| Look_DownLeft | Constant for look down left | 6 |
| Look_DownRight | Constant for look down right | 8 |
| Look_Left | Constant for look left | 3 |
| Look_Right | Constant for look right | 5 |
| Look_Up | Constant for look up | 1 |
| Look_UpLeft | Constant for look up left | 0 |
| Look_UpRight | Constant for look up right | 2 |
| LookMask_Down | Used for bit-testing that actor is facing any down direction | 448 |
| LookMask_Left | Used for bit-testing that actor is facing any left direction | 73 |
| LookMask_Right | Used for bit-testing that actor is facing any right direction | 292 |
| LookMask_Up | Used for bit-testing that actor is facing any up direction | 7 |
| move_atplayer | Constant for move actor at player | 48 |
| Move_Center | Constant for move center (should not be used) | 20 |
| Move_Down | Constant for move down | 23 |
| Move_DownLeft | Constant for move down left | 22 |
| Move_DownRight | Constant for move down right | 24 |
| Move_Left | Constant for move left | 19 |
| Move_Right | Constant for move right | 21 |
| Move_Up | Constant for move up | 17 |
| Move_UpLeft | Constant for move up left | 16 |
| Move_UpRight | Constant for move up right | 18 |
| reset_movement | Constant for reset movement (as though actor was just spawned) | -1 |
| resume_moving | Constant for resume moving (if stopped) | 31 |
| stop_moving | Constant for stop moving | -3 |
| Strafe_Center | Constant for strafe center. Should not be used. | 84 |
| Strafe_Down | Constant for strafe down | 87 |
| Strafe_DownLeft | Constant for strafe down left | 86 |
| Strafe_DownRight | Constant for strafe down right | 88 |
| Strafe_Left | Constant for strafe left | 83 |
| Strafe_Right | Constant for strafe right | 85 |
| Strafe_Up | Constant for strafe up | 81 |
| Strafe_UpLeft | Constant for strafe up left | 80 |
| Strafe_UpRight | Constant for strafe up right | 82 |
| Constant | Description | Value |
|---|---|---|
| Note_A#1 | Period for A#1 | 480 |
| Note_A#2 | Period for A#2 | 240 |
| Note_A#3 | Period for A#3 | 120 |
| Note_A1 | Period for A1 | 508 |
| Note_A2 | Period for A2 | 254 |
| Note_A3 | Period for A3 | 127 |
| Note_B1 | Period for B1 | 453 |
| Note_B2 | Period for B2 | 226 |
| Note_B3 | Period for B3 | 113 |
| Note_C#1 | Period for C#1 | 808 |
| Note_C#2 | Period for C#2 | 404 |
| Note_C#3 | Period for C#3 | 202 |
| Note_C1 | Period for C1 | 856 |
| Note_C2 | Period for C2 | 428 |
| Note_C3 | Period for C3 | 214 |
| Note_D#1 | Period for D#1 | 720 |
| Note_D#2 | Period for D#2 | 360 |
| Note_D#3 | Period for D#3 | 180 |
| Note_D1 | Period for D1 | 762 |
| Note_D2 | Period for D2 | 381 |
| Note_D3 | Period for D3 | 190 |
| Note_E1 | Period for E1 | 678 |
| Note_E2 | Period for E2 | 339 |
| Note_E3 | Period for E3 | 170 |
| Note_F#1 | Period for F#1 | 604 |
| Note_F#2 | Period for F#2 | 302 |
| Note_F#3 | Period for F#3 | 151 |
| Note_F1 | Period for F1 | 640 |
| Note_F2 | Period for F2 | 320 |
| Note_F3 | Period for F3 | 160 |
| Note_G#1 | Period for G#1 | 538 |
| Note_G#2 | Period for G#2 | 269 |
| Note_G#3 | Period for G#3 | 135 |
| Note_G1 | Period for G1 | 570 |
| Note_G2 | Period for G2 | 285 |
| Note_G3 | Period for G3 | 143 |
| Constant | Description | Value |
|---|---|---|
| RenderMode_Blink | Rendering is blinking | 2 |
| RenderMode_BlinkAlternative | Rendering is alternative blinking | 10 |
| RenderMode_Default | The default rendering mode | 0 |
| RenderMode_Flash | Rendering is flashing | 4 |
| RenderMode_Highlight | Rendering is higlighted | 3 |
| RenderMode_Invert | Rendering is inverted | 7 |
| RenderMode_InvertFlash | Rendering is inverted and flashing | 8 |
| RenderMode_Off | Rendering is disabled | 1 |
| RenderMode_PaletteLine1 | Palette line increased by 1 | 3 |
| RenderMode_PaletteLine1Flash | Palette line increased by 1 and flashed | 4 |
| RenderMode_PaletteLine2 | Palette line increased by 2 | 5 |
| RenderMode_PaletteLine2Flash | Palette line increased by 2 and flashed | 6 |
| RenderMode_PaletteLine3 | Palette line increased by 3 | 7 |
| RenderMode_PaletteLine3Flash | Palette line increased by 3 and flashed | 8 |
| RenderMode_Parent | Use parent render mode | 11 |
| RenderMode_Shadow | Rendering is shadowed | 5 |
| RenderMode_ShadowFlash | Rendering is shadowed and flashing | 6 |
| Constant | Description | Value |
|---|---|---|
| TileBit_AIBlock | Does this tile have the "AI Block" flag set? | 2 |
| TileBit_HasAnimation | Does this tile have an animation? | 4 |
| TileBit_HasBlock | Does this tile have a block? | 7 |
| TileBit_HasForeground | Does this tile have a foreground? | 5 |
| TileBit_Platform | Is this tile a platform? | 1 |
| TileBit_Solid | Is this tile solid? | 0 |
| TileBit_Spare | Does this tile have the spare bit set? | 3 |
| TileBit_Spare2 | Does this tile have a block with a slope? | 6 |
| TileMask_Occupied | Mask for the tile having a block/solid/platform | 0x83 |
Also valid for player_, projectile_ and new_
| Variable | Description |
|---|---|
| actor_animation | Current animation |
| actor_animationflags | Flags for current animation |
| actor_animationtag | Tag in current animation |
| actor_attackdelay | Delay until can attack again |
| actor_controlattackcontrols | Control Attack Setup |
| actor_controlboostdown | Control Boost Down |
| actor_controlboostdownaccel | Control Boost Down Acceleration |
| actor_controlboostleft | Control Boost Left |
| actor_controlboostleftaccel | Control Boost Left Acceleration |
| actor_controlboostright | Control Boost Right |
| actor_controlboostrightaccel | Control Boost Right Acceleration |
| actor_controlboostup | Control Boost Up |
| actor_controlboostupaccel | Control Boost Up Acceleration |
| actor_controlbuttons | Button state (including extended buttons) |
| actor_controlfire | Control Fire State |
| actor_controlhitbuttons | Button hit state (including extended buttons) |
| actor_controljump | Control Jump State |
| actor_controljumpcontrols | Control Jump Setup |
| actor_controller | The current controller |
| actor_controlmousex | Mouse Screen X |
| actor_controlmousey | Mouse Screen Y |
| actor_controlx | Control X Direction |
| actor_controly | Control Y Direction |
| actor_defaultvar1 | Default var 1 |
| actor_defaultvar2 | Default var 2 |
| actor_defaultvar3 | Default var 3 |
| actor_defaultvar4 | Default var 4 |
| actor_defaultvar5 | Default var 5 |
| actor_defaultvar6 | Default var 6 |
| actor_frame | The current animation frame |
| actor_framedelay | Delay until the next animation frame |
| actor_ismoving | Is currently moving? |
| actor_isonplatform | Is currently on a platform? |
| actor_lookdir | Current look direction |
| actor_node | The current node path node (or pattern frame) |
| actor_origin_x | The origin x position |
| actor_origin_y | The origin y position |
| actor_rendermode | The actor's render mode |
| actor_rotation | Actor rotation (0-359 degrees) |
| actor_shrink_x | The amount of X (width) shrink |
| actor_shrink_y | The amount of Y (height) shirnk |
| actor_spawnerid | The Unique ID of the Actor's spawner/parent |
| actor_tag | Category tag |
| actor_timer | Number of frames until ontimer or yield expires |
| actor_type | Current type |
| actor_uniqueid | The Unique ID of the Actor |
| actor_var1 | Generic variable |
| actor_var12f | Fractional actor variable (uses vars 1-2) |
| actor_var12l | Long actor variable (uses vars 1-2) |
| actor_var2 | Generic variable |
| actor_var3 | Generic variable |
| actor_var34f | Fractional actor variable (uses vars 3-4) |
| actor_var34l | Long actor variable (uses vars 3-4) |
| actor_var4 | Generic variable |
| actor_var5 | Generic variable |
| actor_var56f | Fractional actor variable (uses vars 5-6) |
| actor_var56l | Long actor variable (uses vars 5-6) |
| actor_var6 | Generic variable |
| actor_x | X position |
| actor_xfacing | -1=Left 0=Middle 1=Right |
| actor_xspeed | X speed |
| actor_y | Y position |
| actor_yfacing | -1=Up 0=Middle 1=Down |
| actor_yspeed | Y speed |
| actor_z | Z-Order |
| Variable | Description |
|---|---|
| Actor_Count | The number of active actors |
| AGAFMode | The current AGA Fetchmode of the game |
| AutoFadeMusic | Set automatic fading of music on screen fade in / fade out |
| Autonum | Used to generate unique ids for each spawned actor. |
| Background | GET or SET the currently loaded level background |
| BackgroundZ | Any (non Mega Drive) sprites with a Z value lower than this will be drawn before all tiles |
| BlinkTime | How frequently to toggle blink/flash states |
| Block_Collision | Set to true or false to force either a block collision or not |
| Block_Tag | Get the tag of the block underneath Block_X and Block_Y (read only) |
| Block_Type | GET or SET the value of the block type underneath Block_X and Block_Y |
| Block_X | GET or SET the block pointer on the X tile coordinate |
| Block_Y | GET or SET the block pointer on the Y tile coordinate |
| BlockTime | How frequently to refresh animated blocks |
| Blue | The palette blue value |
| BPLCon3 | ADVANCED set BPLCon3 settings |
| Breakpoint | If breakpoint enabled. Does nothing if not in debug mode. |
| Brightness | Used for fading in/fading out |
| CacheEnabled | Disable this to prevent storing assets in cache for quick reloading |
| Camera_BoxDown | The bottom of the camera box. The larger this is, the further the player can move without causing a scroll |
| Camera_BoxLeft | The left of the camera box. The larger this is, the further the player can move without causing a scroll |
| Camera_BoxRight | The right of the camera box. The larger this is, the further the player can move without causing a scroll |
| Camera_BoxUp | The top of the camera box. The larger this is, the further the player can move without causing a scroll |
| Camera_Follow | GET or SET the camera follow state |
| Camera_X | GET or SET the current X position of the camera |
| Camera_XMax | GET the maximum X position of the camera. Defaults to level width |
| Camera_XMin | GET the minimum X position of the camera. Defaults to 0 |
| Camera_Y | GET or SET the current Y position of the camera |
| Camera_YMax | GET the maximum Y position of the camera. Defaults to level height |
| Camera_YMin | GET the minimum Y position of the camera. Defaults to 0 |
| CameraTargetX | The target X offset of the camera. |
| CameraTargetY | The target Y offset of the camera. |
| CDTracks | Number of tracks detected if running from CDTV or CD32 |
| ChipRam | ChipRam in bytes (all platforms) |
| Control0_Buttons | Button state (including extended buttons) |
| Control0_HitButtons | Button hit state (including extended buttons) |
| Control0_MouseX | Mouse Position X (for mouse in joystick port) |
| Control0_MouseY | Mouse Position Y (for mouse in joystick port) |
| Control0_X | Player 1's X-Axis control (joy port) |
| Control0_Y | Player 1's Y-Axis control (joy port) |
| Control0AttackControls | Attack configuration for player 1 |
| Control0BoostDown | Boost down amount |
| Control0BoostDownAccel | Boost acceleration down amount |
| Control0BoostLeft | Boost left amount |
| Control0BoostLeftAccel | Boost acceleration left amount |
| Control0BoostRight | Boost right amount |
| Control0BoostRightAccel | Boost acceleration right amount |
| Control0BoostUp | Boost up amount |
| Control0BoostUpAccel | Boost acceleration up amount |
| Control0Fire | Button state for player 1's fire (joy port) |
| Control0Jump | Button state for player 1's jump (joy port) |
| Control0JumpControls | Jump configuration for player 1 |
| Control1_Buttons | Button state (including extended buttons) |
| Control1_HitButtons | Button hit state (including extended buttons) |
| Control1_MouseX | Mouse Position X (for mouse in joystick port) |
| Control1_MouseY | Mouse Position Y (for mouse in joystick port) |
| Control1_X | Player 1's X-Axis control (joy port) |
| Control1_Y | Player 1's Y-Axis control (joy port) |
| Control1AttackControls | Attack configuration for player 1 |
| Control1BoostDown | Boost down amount |
| Control1BoostDownAccel | Boost acceleration down amount |
| Control1BoostLeft | Boost left amount |
| Control1BoostLeftAccel | Boost acceleration left amount |
| Control1BoostRight | Boost right amount |
| Control1BoostRightAccel | Boost acceleration right amount |
| Control1BoostUp | Boost up amount |
| Control1BoostUpAccel | Boost acceleration up amount |
| Control1Fire | Button state for player 1's fire (joy port) |
| Control1Jump | Button state for player 1's jump (joy port) |
| Control1JumpControls | Jump configuration for player 1 |
| Control2_Buttons | Button state (including extended buttons) |
| Control2_HitButtons | Button hit state (including extended buttons) |
| Control2_MouseX | Mouse Position X (for mouse in usual port) |
| Control2_MouseY | Mouse Position Y (for mouse in usual port) |
| Control2_X | Player 2's X-Axis control (mouse port) |
| Control2_Y | Player 2's Y-Axis control (mouse port) |
| Control2AttackControls | Attack configuration for player 2 |
| Control2BoostDown | Boost down amount |
| Control2BoostDownAccel | Boost acceleration down amount |
| Control2BoostLeft | Boost left amount |
| Control2BoostLeftAccel | Boost acceleration left amount |
| Control2BoostRight | Boost right amount |
| Control2BoostRightAccel | Boost acceleration right amount |
| Control2BoostUp | Boost up amount |
| Control2BoostUpAccel | Boost acceleration up amount |
| Control2Fire | Button state for player 2's fire (mouse port) |
| Control2Jump | Button state for player 2's jump (mouse port) |
| Control2JumpControls | Jump configuration for player 2 |
| Control3_Buttons | Button state (including extended buttons) |
| Control3_HitButtons | Button hit state (including extended buttons) |
| Control3_MouseX | Mouse Position X (for mouse in joystick port) |
| Control3_MouseY | Mouse Position Y (for mouse in joystick port) |
| Control3_X | Player 3's X-Axis control |
| Control3_Y | Player 3's Y-Axis control |
| Control3AttackControls | Attack configuration for player 3 |
| Control3BoostDown | Boost down amount |
| Control3BoostDownAccel | Boost acceleration down amount |
| Control3BoostLeft | Boost left amount |
| Control3BoostLeftAccel | Boost acceleration left amount |
| Control3BoostRight | Boost right amount |
| Control3BoostRightAccel | Boost acceleration right amount |
| Control3BoostUp | Boost up amount |
| Control3BoostUpAccel | Boost acceleration up amount |
| Control3Fire | Button state for player 3's fire |
| Control3Jump | Button state for player 3's jump. Note that two button joysticks are NOT supported on 3/4 |
| Control3JumpControls | Jump configuration for player 3 |
| Control4_Buttons | Button state (including extended buttons) |
| Control4_HitButtons | Button hit state (including extended buttons) |
| Control4_MouseX | Mouse Position X (for mouse in joystick port) |
| Control4_MouseY | Mouse Position Y (for mouse in joystick port) |
| Control4_X | Player 4's X-Axis control |
| Control4_Y | Player 4's Y-Axis control |
| Control4AttackControls | Attack configuration for player 4 |
| Control4BoostDown | Boost down amount |
| Control4BoostDownAccel | Boost acceleration down amount |
| Control4BoostLeft | Boost left amount |
| Control4BoostLeftAccel | Boost acceleration left amount |
| Control4BoostRight | Boost right amount |
| Control4BoostRightAccel | Boost acceleration right amount |
| Control4BoostUp | Boost up amount |
| Control4BoostUpAccel | Boost acceleration up amount |
| Control4Fire | Button state for player 4's fire |
| Control4Jump | Button state for player 4's jump. Note that two button joysticks are NOT supported on 3/4 |
| Control4JumpControls | Jump configuration for player 4 |
| ControlMode | The ControlMode Setting |
| Dice | SET to make a random number between 1 and VALUE. GET to get the value of the last roll. |
| DisplayDirty | A Vblank operation such as flipping the display buffers is due |
| DrawClipBottom | Increase this value to 'fake' a foreground clipping the bottom of the level. |
| E8Trigger | What's the value of the E8 Trigger? |
| EventTag | The tag of the most recently triggered event action |
| FadeTime | How many frames does it take to fully fade in/out the screen |
| FastSloppyCollisions | 0=Accurate/Slow 1=Medium 2=Non Accurate/Fast |
| ForceFadeOut | SET to force the game to fade out or fade in |
| ForegroundZ | Anything with a Z value lower than this will be drawn behind foreground tiles. |
| Frame_CountDown | This value is subtracted 50/60 times a second regardless of processor speed etc |
| Frame_Wait | GET or SET the number of frames to skip each frame. Higher values = lower frame rate. |
| Green | The palette green value |
| Handle_Collision | Whether a tile collision is handled after a custom collision event |
| HighColor | 24 Bit on AGA Amiga. Highlight/Shadow on Mega Drive. |
| HurtTag | The tag of the most recently triggered hurt box |
| IsAGA | Is this game running on an AGA machine? May be useful for conditionals allowing access to AGA exclusive content |
| IsFloppy | Compiled for trackdisk |
| IsNTSC | Is this game running on an NTSC machine? |
| KeyboardRawCode | The raw keycode of a key press (AMIGA) |
| Level | GET or SET the currently loaded level |
| Loaded | If the load operation was successful |
| Lookahead_Down | Lookahead speed down |
| Lookahead_Left | Lookahead speed left |
| Lookahead_Right | Lookahead speed right |
| Lookahead_Up | Lookahead speed up |
| MapHeight | The height of the currently loaded level in pixels |
| MapHeightTiles | The height of the currently loaded level |
| MapWidth | The width of the currently loaded level in pixels |
| MapWidthTiles | The width of the currently loaded level |
| Math_X | Reserved for Math functions |
| Math_X2 | Reserved for Math functions |
| Math_Y | Reserved for Math functions |
| Math_Y2 | Reserved for Math functions |
| MaxCameraFollow | The maximum amount of pixels that the camera can travel per frame |
| MaxSlopeStep | The maximum number of pixels a slope actor can step down without falling |
| MDCustomSprites | |
| MeleeTag | The tag for the current Melee attack event |
| Music | GET or SET the currently playing music |
| MusicChannels | The number of channels reserved for music |
| MusicMask | The mask reserved for music |
| MusicPos | SET to skip to a specific pattern in a song |
| MusicVol | GET the music volume level (0-256) |
| NewValue | Special data register |
| Option | The currently selected option in a menu panel |
| OptionMoveCooldown | Number of frames before the selected option will change if joystick is held down. |
| OptionsEnabled | Whether options are currently showing |
| OtherRam | OtherRam in bytes (Amiga only) |
| Panel | GET or SET the currently loaded full screen panel |
| Panel_Bottom | GET or SET the currently loaded bottom panel |
| Panel_Special | GET or SET the currently loaded special panel |
| Panel_Talkpad | GET or SET the currently loaded talkpad panel |
| Panel_Top | GET or SET the currently loaded top panel |
| pico_pagenumber | The page number on a Sega Pico system |
| Processor | Which Processor is attached? |
| RecycleDistance | How far away from the spawn area do actors begin to be recycled? |
| Red | The palette red value |
| ROM | Which ROM do we have? |
| Saved | If the save operation was successful |
| ScreenTop | Top of the main game screen or panel. Increase this to reserve empty space above the game area. |
| Scroll_Speed_X | The auto scroll speed on X |
| Scroll_Speed_Y | The auto scroll speed on Y |
| Seed1 | The random seed, part 1 |
| Seed2 | The random seed, part 2 |
| Seed3 | The random seed, part 3 |
| Seed4 | The random seed, part 4 |
| Shake_Camera_X | Scroll the level away from its normal offset |
| Shake_Camera_Y | Scroll the level away from its normal offset |
| Shake_Sprite_X | Scroll the sprites away from its normal offset |
| Shake_Sprite_Y | Scroll the sprites away from its normal offset |
| ShowTalkpad | Show or hide the talkpad |
| SoundVol | For setting sound volume (0-256) |
| SpawnArea_Height | Bottom of spawn area |
| SpawnArea_Width | Right of spawn area |
| SpawnArea_X | Left side of spawn area |
| SpawnArea_Y | Top of spawn area |
| StringLength | Reserved for memory talkpad strings |
| Success | Did the last save/load operation succeed?. |
| Talkpad_TextDelay | GET or SET the number of frames |
| Teleport | SET to a named teleport in a level to teleport there. Will work across multiple levels |
| Tile_Properties | GET the tile properties underneath Block_X and Block_Y |
| Wait | SET to make Scorpion pause for VALUE number of frames |
| Warn_Frameskip | Set this to true if you want the screen to flash whenever it drops below 50/60 hz |
| Water_Y | The Y position of the Water Level |
| YRes | GET or SET the Y Resolution of the main game area. 256 is max |
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