Data |
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Graphic working data buffer - most used in graphic draw/erase routine at DB98
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EACB | DEFB $00 | Graphic's horizontal screen position, in pixels - copied to EAD3 at D2BC | ||
EACC | DEFB $00 | High byte for the item's horizontal screen position Acts as an overflow/precision value for large/small values when this item's horizontal room position is calculated at C841 |
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EACD | DEFW $0000 | Graphics address pointer (table at 97C3) | ||
EACF | DEFB $00 | Multi use flag/counter: Draw/erase flag (0 = Erase, 1 = Draw), used in draw routine at DC3A Used as lightning flash counter (6) for intro sequence at lightning flash routine at C07A. |
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EAD0 | DEFB $00 | Number of tiles that make up the sprite/graphic to draw | ||
EAD1 | DEFB $00 | Number of bytes in the graphic tile to draw | ||
EAD2 | DEFB $00 | Store for graphic's vertical position, in pixels, from top of playing area | ||
EAD3 | DEFB $00 | Store for graphic's horizontal position, in pixels, calculated from second character column on left of screen (the right half of the left decorative border) | ||
EAD4 | DEFB $00 | High byte indicating the screen for the graphic's horizontal pixel position above For objects in the room and visible on screen, this is 0 For objects off-screen, 1 = right of the current viewport, 255 = to the left Calculated at C816 when setting up objects |
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EAD5 | DEFB $00 | Flag indicating whether (any part of) graphic is visible on screen | ||
EAD6 | DEFB $00 | Byte copied from EB4B at D2C2 Indicates whether room item is in a standard room or tunnel Stored as byte 9 of each room item data set at 7C00 |
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EAD7 | DEFB $00 | - (unused) | ||
EAD8 | DEFB $00 | - (unused) | ||
EAD9 | DEFB $00 | - (unused) | ||
EADA | DEFB $00 | - (unused) | ||
EADB | DEFB $00 | - (unused) | ||
EADC | DEFB $00 | - (unused) | ||
EADD | DEFB $00 | - (unused) | ||
EADE | DEFW $0000 | Screen display address position for printing spell list/pointer arrow on scroll (DF33) | ||
EAE0 | DEFB $00 | Maroc's energy - 0-255 Set to 128 (half the energy bar) at new game start (C0CE) Each 16 points of energy corresponds to one character of the energy bar graphic (AEF3) |
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