Autodocs - earok/scorpion-editor-demos GitHub Wiki
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 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 |