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EAEF: Data buffer - general (mainly room/scenery related)
EAEF DEFW $0000 Loaded with pointer to reserved data set at 8033
Copied from EB5F at routine at C141
EAF1 DEFB $00 Count of number of a particular creature in current room.
Calculated in creature setup routine at C460
EAF2 DEFB $00 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)
EAF3 DEFW $0000 Sprite graphic address pointer to 'dummy' graphic (98B9)
Set up at start of game at C023
EAF5 DEFB $00 Door properties byte (EB4E), stored in byte 3 of connecting door sets at 6790 in routine at C5B5
When Maroc exits a room, bit 7 (128) of this byte is set, indicating the door he entered from
EAF6 DEFB $00 Low byte for vertical room position - main position stored in next (high) byte
EAF7 DEFB $00 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 EB4A at D26E.
Set to 0 (default room position) at new game data initialization at C107.
EAF8 DEFB $00 Low byte for horizontal room position. Used as a precision/overflow byte (main byte stored in the following high byte)
From EB47, copied here in routine at D26E
EAF9 DEFB $00 Room/screen 'viewport' horizontal position, in half character/4-pixel steps
EAFA DEFB $00 The vertical position of the left back wall/floor vertical connector section at D161, in relation to the current room's viewport
EAFB DEFB $00 The LEFT (vertical) corner graphic's horizontal position, in half character squares (4 pixels) in relation to the current room's viewport.
Stored at D161 and used for MOVE spell boundary checks at E067
EAFC DEFB $00 The RIGHT (vertical) corner graphic's horizontal position, in half character squares (4 pixels) in relation to the current room's viewport.
Stored at D161 and checked in MOVE spell boundary checks at E08E.
Calculated in relation to the left connector section above, based on the room size byte
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