Data |
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This 16 byte working buffer handles each room item data set, stored at 7C00. Bytes are copied back and forth between store and buffer.
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EB43 | DEFB $00 | Type of graphic to draw - checked & dealt with at routine at C89F: 1 = Back wall bricks/scenery, door frames, and wall-floor connector graphics. Also servant and flashing eye cursor 2 = Door 3 = Creature 4 = Interactable objects (e.g. key, chest, scroll) 5 = Missile fired by creature/warlock 6 = Corner-wall section (left) 7 = Corner-wall section (right) 8 = Missile fired by Maroc 14 = Tunnel item - boundary wall, spider or bat 15 = Viewport position for tunnel rooms 32 = Viewport position for standard rooms |
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EB44 | DEFW $0000 | Multiple use:
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EB46 | DEFB $00 | Multiple uses: 0 = Back wall door 1 = Right wall door 2 = Left wall door Connecting door set number (from 6790) Tunnel boundary wall type, 1 (right) or 2 (left) - D702 Tunnel number 0-31 (room number minus 224) stored at C62B. Data set number for object in room interactable objects table at 736F Creature type setup in routine at CD96 - warlock & creature data at 6C7C: |
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EB47 | DEFB $00 | Overflow/precision byte used when calculating the item's horizontal room position ('true' position is the next - high - byte which follows this one) Acts as a fraction/overflow value for large/small values when this item's horizontal room position is calculated at C841 Second byte of foreground scenery set (at 7F01) stored here in routine at D511 |
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EB48 | DEFB $00 | Graphic horizontal position within current room, in half character (4-pixel) steps | ||
EB49 | DEFB $00 | Overflow/precision byte used when calculating the item's vertical room position ('true' position is the next - high - byte which follows this one) | ||
EB4A | DEFB $00 | Graphic vertical position within current room, in pixels, from top of room playing area | ||
EB4B | DEFB $00 | 64 - item in standard room 254 - spider/bat in tunnel room at D758 255 - other item in tunnel room (C5E7) |
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EB4C | DEFB $00 | Item's horizontal movement speed For room scenery items, calculated at E8EE using the reverse (NEG) of Maroc's horizontal movement speed (EB04) > 128 (negative) = left, < 128 (positive) = right |
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EB4D | DEFB $00 | Item's vertical movement speed For room scenery items, calculated at E8EE using the reverse (NEG) of Maroc's vertical movement speed (EB05) > 128 (negative) = up, < 128 (positive) = down |
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EB4E | DEFB $00 | Item properties byte:
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EB4F | DEFB $00 | Pre-graphics data byte (see Graphic properties):
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EB50 | DEFB $00 | Graphic address frame offset (>1 for mirrored graphics frames) Used at E0C2 to calculate the graphics address pointer offset for the graphic in the table at 97C3 Offset address = [(n-1)*2] - e.g. a byte value of 1 = no offset, byte value of 4 = offset of 6 bytes, or 3 x 2-byte pointer addresses Bit 3 (8) - used for creatures with left/right facing graphics, to indicate if they are facing right (set) or left (not set) - see E35B |
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EB51 | DEFW $0000 | Graphic address pointer (in table at 97C3), including any offset for the correct graphic frame |
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