Data |
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60276 | DEFB 0 | Maroc's (default) vertical (entry) pixel position when he moves to a new room | ||
60277 | DEFB 0 | Maroc's horizontal (entry) position when he moves to a new room, in half-character/4-pixel steps | ||
60278 | DEFB 0 | Maroc's vertical (entry) position when he moves to a new room, in pixels, calculated based on the byte stored at 60276 | ||
60279 | DEFB 0 | Offset for scenery graphics address pointers for 'brick' or 'cavern' type levels (table at 38851)
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60280 | DEFB 0 | Room item's horizontal position within current room, in half-character (4 pixel) steps | ||
60281 | DEFB 0 | Room item's vertical position within current room, in pixels, from top of room area | ||
60282 | DEFW 0 | Address pointer for room data sets stored at 25001 Also used to store for ROM memory address pointer used to generate foreground scenery objects at 50474 |
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60284 | DEFB 0 | First room data byte from data banks at 25001 | ||
60285 | DEFB 0 | Multi-purpose byte: | ||
60286 | DEFB 0 | Multi-purpose: | ||
Data relating to doors:
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60287 | DEFB 0 | Door byte:
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60288 | DEFB 0 | Positive/negative offset for door graphic frame (used in routine at 51892) Indicates number of frames (bits 0-2) and opening/closing direction |
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60289 | DEFB 0 | Pre-graphic data byte including calculated number of animation frames needed for door. Back wall doors have 4 frames, side wall doors have 5. Calculated at 50091 in door calculation routine. |
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