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Commands

Actor

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
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 Projectile Fire a projectile
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

Audio

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

Base

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

Conditional

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

Controls

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

Data

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)

Dialogue

Commands for displaying text

Command Description
Choice Configure a dialogue option for the player
Print 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

Display

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

Level

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

Maths

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

Palette

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

Variables and Constants

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.

Internal Codeblocks

Name Description
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
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
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

Internal Constants

vm constants

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
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_Shadow Rendering is shadowed 5
RenderMode_ShadowFlash Rendering is shadowed and flashing 6
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_CancelSound0 Cancel priority 0 sfx (Mega Drive only) 0
Trigger_CancelSound1 Cancel priority 1 sfx (Mega Drive only) -1
Trigger_CancelSound2 Cancel priority 2 sfx (Mega Drive only) -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

vm constants animationflags

Constant Description Value
AnimFlag_AutoFlipLeft 4
AnimFlag_AutoFlipRight 5
AnimFlag_HideChildren 2
AnimFlag_PreventAttack 3
AnimFlag_PreventCollision 1
AnimFlag_PreventMovement 0

vm constants audiodriver

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

vm constants controlbits

Constant Description Value
Amiga_Fire1 BITTST for Amiga Fire 1 4
Amiga_Fire2 BITTST for Amiga Fire 2 5
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

vm constants hardware

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

vm constants look directions

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

vm constants notes

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

vm constants tile properties

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_IsPlatform Is this tile a platform? 1
TileBit_IsSolid 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

Internal Variables

Actor Variables

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

General Variables

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
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)
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
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
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
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
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.
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
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?
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
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
YRes GET or SET the Y Resolution of the main game area. 256 is max