public void Declarations() { VRamQueue = Module <VRamQueue>(); _gamepad = Module <Gamepads>()[0]; _charX = VByte.New(Ram, $"{nameof(FlickerTest)}{nameof(_charX)}"); _charY = VByte.New(Ram, $"{nameof(FlickerTest)}{nameof(_charY)}"); _processed = VByte.New(Zp, $"{nameof(FlickerTest)}{nameof(_processed)}"); _index = VByte.New(Zp, $"{nameof(FlickerTest)}{nameof(_index)}"); _pattern = VByte.New(Zp, $"{nameof(FlickerTest)}{nameof(_pattern)}"); _skipOptionIndex = VByte.New(Zp, $"{nameof(FlickerTest)}{nameof(_skipOptionIndex)}"); _scatterSprites = StructOfArrays <ScatterSprite> .New($"{nameof(FlickerTest)}{nameof(_scatterSprites)}", 16).Dim(Ram); Include.Module(_scatterSprites[0]); }
private void Dependencies() { _index = VByte.New(Ram, "gamepad_index"); _gamepads = StructOfArrays <Gamepad> .New("gamepadData", _numPlayers).Dim(Ram); }