Data |
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60074 | DEFB 0 | Game cycle timer. Multi use throughout the program, e.g.: | ||
60075 | DEFB 0 | Maroc's sprite's horizontal facing/movement direction, set when Maroc enters a new room Set to 2 (facing left) or 254(-2) (facing right) depending on check at 50032 |
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60076 | DEFB 0 | Maroc's sprite's vertical facing/movement direction, set when Maroc enters a new room Set to 1 at start of main routine at 50885 if Maroc is in a tunnel - this sets Maroc facing upwards Set to 254(-2) (facing downwards) at 50032 if Maroc is entering through a door at the top of the room (on the back wall) |
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60077 | DEFW 0 | Pointer to room item event data table at 32691 Initialized/copied from 60268 at routine at 49465 |
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60079 | DEFB 0 | Door graphic's horizontal pixel graphic offset value copied here in the door handling routine at 51627 | ||
60080 | DEFB 0 | Room number. Copied from 60087 at 49044 when new game loaded Set to 1 to return to start room when Maroc's energy = 0 at 55623 255 = Room number needs calculating from the door Maroc has just gone through (26512) Set to 255 at end of a tunnel at 53646 and at 51837 when Maroc leaves a room (value checked at 55837) |
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60081 | DEFB 0 | Bytes 0-3 of the pre-graphics byte (see Graphic properties) Indicates animation frames - i.e. the number of addresses to step over from the base address in the table at 38851 for the required frame |
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60082 | DEFW 0 | Graphics address pointer for the graphics address pointer table at 38851. | ||
60084 | DEFB 1 | The connecting room set number (from 26512) Used in routine that checks for pursuing creatures at 51458 and the tunnel setup at 50613 |
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60085 | DEFW 0 | Address pointer for the connecting door set number at 26512 | ||
60087 | DEFB 1 | Room number. Starting room is #1 Identifies the room data set containing the room size and scenery data at 25001 |
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60088 | DEFB 0 | - (unused) | ||
60089 | DEFB 60 | - (unused) | ||
60090 | DEFB 0 | - (unused) | ||
60091 | DEFB 64 | - (unused) | ||
60092 | DEFW 0 | (Copy of) pointer to data in room item data tables stored at 31744. | ||
60094 | DEFW 0 | Address pointer buffer for the above - (Copy of) pointer to room item data at 31744 Also used for foreground scenery data at 32513 in routine at 54532 |
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60096 | DEFB 29 | Maroc's horizontal (X-axis) screen position. This value is calculated from left of screen (in border) in half-character (4 pixel) squares, so the value of 29 is halfway into character column 15 |
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60097 | DEFB 74 | Maroc's vertical (Y-axis) pixel position. This value is calculated from the top of the play area, starting immediately below the 2 character top decorative border (74 pixels down from here, or 90 pixels from the very top of the screen). |
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60098 | DEFW 0 | Maroc's sprite frame - graphic address pointer (from 38851) | ||
60100 | DEFW 0 | Maroc's shadow - graphic address pointer (39095) | ||
60102 | DEFB 0 | Flag indicating whether the fire button (flag at 60210) is held down Used as a control to ensure the player releases the fire button before pressing it again Used/checked in routine at 50984 |
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60103 | DEFB 0 | General all-purpose counter byte:
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60104 | DEFB 0 | Counter for the number of times Maroc has died Affects Maroc's rank (see Trivia: Maroc's rank) which is calculated in the routine at 58599. |
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60105 | DEFB 0 | Level text number (29042), calculated using the room number in the lookup table at 50852 Value also used at 54865 to identify the warlock number (27772) for this level |
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60106 | DEFB 0 | - (unused) |
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