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60143: Data buffer - general (mainly room/scenery related)
60143 DEFW 0 Loaded with pointer to reserved data set at 32819
Copied from 60255 at routine at 49473
60145 DEFB 0 Count of number of a particular creature in current room.
Calculated in creature setup routine at 50272
60146 DEFB 0 Flag indicating if a warlock, or a demon (in the High Temple of Chaos) has been generated in a room (1 = present/generated, 0 = not generated)
60147 DEFW 0 Sprite graphic address pointer to 'dummy' graphic (39097)
Set up at start of game at 49187
60149 DEFB 0 Door properties byte (60238), stored in byte 3 of connecting door sets at 26512 in routine at 50613
When Maroc exits a room, bit 7 (128) of this byte is set, indicating the door he entered from
60150 DEFB 0 Low byte for vertical room position - main position stored in next (high) byte
60151 DEFB 0 Vertical room position in pixels (high byte). Increased as Maroc moves up (screen scenery moves down). Reduced as Maroc moves down (screen scenery moves up).
Copied from 60234 at 53870.
Set to 0 (default room position) at new game data initialization at 49415.
60152 DEFB 0 Low byte for horizontal room position. Used as a precision/overflow byte (main byte stored in the following high byte)
From 60231, copied here in routine at 53870
60153 DEFB 0 Room/screen 'viewport' horizontal position, in half character/4-pixel steps
60154 DEFB 0 The vertical position of the left back wall/floor vertical connector section at 53601, in relation to the current room's viewport
60155 DEFB 0 The LEFT (vertical) corner graphic's horizontal position, in half character squares (4 pixels) in relation to the current room's viewport.
Stored at 53601 and used for MOVE spell boundary checks at 57447
60156 DEFB 0 The RIGHT (vertical) corner graphic's horizontal position, in half character squares (4 pixels) in relation to the current room's viewport.
Stored at 53601 and checked in MOVE spell boundary checks at 57486.
Calculated in relation to the left connector section above, based on the room size byte
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