Pos pipe V3
Syntax: pos_pipe_V3 register1
- register1 = start of continuous registers.
1st register = Where pipe should be on the map where the op code is encountered a position X.
2nd register = Where pipe should be on the map where the op code is encountered a position Y.
3rd register = Where pipe should be on the map where the op code is encountered a position Z.
4th register = Gem color of the pipe. (Note: if a player is not in a gems slot then no pipe will be created.)
Used to create a pipe through scripting that will take take the players back to pioneer2/labo. Pipe will disappear upon being used.
100: get_slotnumber R250 //Gets the players slot number and stores it in register 250. leti R1, 000000F0 //Makes register 1 equal 000000F0. (x240.) leti R2, 00000000 //Makes register 2 equal 00000000. (y0.) leti R3, 00000085 //Makes register 3 equal 00000085. (z113.) let R4, R250 //Makes register 4 equal register 250. (Determines pipe's color.) pos_pipe_V3 R1 //Makes a pipe on the floor the op code is encountered on based on the above leti arguments. ret