Data |
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EAAA | DEFB $00 | Game cycle timer. Multi use throughout the program, e.g.: | ||
EAAB | DEFB $00 | 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 C370 |
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EAAC | DEFB $00 | Maroc's sprite's vertical facing/movement direction, set when Maroc enters a new room Set to 1 at start of main routine at C6C5 if Maroc is in a tunnel - this sets Maroc facing upwards Set to 254(-2) (facing downwards) at C370 if Maroc is entering through a door at the top of the room (on the back wall) |
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EAAD | DEFW $0000 | Pointer to room item event data table at 7FB3 Initialized/copied from EB6C at routine at C139 |
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EAAF | DEFB $00 | Door graphic's horizontal pixel graphic offset value copied here in the door handling routine at C9AB | ||
EAB0 | DEFB $00 | Room number. Copied from EAB7 at BF94 when new game loaded Set to 1 to return to start room when Maroc's energy = 0 at D947 255 = Room number needs calculating from the door Maroc has just gone through (6790) Set to 255 at end of a tunnel at D18E and at CA7D when Maroc leaves a room (value checked at DA1D) |
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EAB1 | DEFB $00 | 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 97C3 for the required frame |
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EAB2 | DEFW $0000 | Graphics address pointer for the graphics address pointer table at 97C3. | ||
EAB4 | DEFB $01 | The connecting room set number (from 6790) Used in routine that checks for pursuing creatures at C902 and the tunnel setup at C5B5 |
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EAB5 | DEFW $0000 | Address pointer for the connecting door set number at 6790 | ||
EAB7 | DEFB $01 | Room number. Starting room is #1 Identifies the room data set containing the room size and scenery data at 61A9 |
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EAB8 | DEFB $00 | - (unused) | ||
EAB9 | DEFB $3C | - (unused) | ||
EABA | DEFB $00 | - (unused) | ||
EABB | DEFB $40 | - (unused) | ||
EABC | DEFW $0000 | (Copy of) pointer to data in room item data tables stored at 7C00. | ||
EABE | DEFW $0000 | Address pointer buffer for the above - (Copy of) pointer to room item data at 7C00 Also used for foreground scenery data at 7F01 in routine at D504 |
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EAC0 | DEFB $1D | 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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EAC1 | DEFB $4A | 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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EAC2 | DEFW $0000 | Maroc's sprite frame - graphic address pointer (from 97C3) | ||
EAC4 | DEFW $0000 | Maroc's shadow - graphic address pointer (98B7) | ||
EAC6 | DEFB $00 | Flag indicating whether the fire button (flag at EB32) is held down Used as a control to ensure the player releases the fire button before pressing it again Used/checked in routine at C728 |
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EAC7 | DEFB $00 | General all-purpose counter byte:
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EAC8 | DEFB $00 | 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 E4E7. |
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EAC9 | DEFB $00 | Level text number (7172), calculated using the room number in the lookup table at C6A4 Value also used at D651 to identify the warlock number (6C7C) for this level |
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EACA | DEFB $00 | - (unused) |
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