Data |
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EB74 | DEFB $00 | Maroc's (default) vertical (entry) pixel position when he moves to a new room | ||
EB75 | DEFB $00 | Maroc's horizontal (entry) position when he moves to a new room, in half-character/4-pixel steps | ||
EB76 | DEFB $00 | Maroc's vertical (entry) position when he moves to a new room, in pixels, calculated based on the byte stored at EB74 | ||
EB77 | DEFB $00 | Offset for scenery graphics address pointers for 'brick' or 'cavern' type levels (table at 97C3)
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EB78 | DEFB $00 | Room item's horizontal position within current room, in half-character (4 pixel) steps | ||
EB79 | DEFB $00 | Room item's vertical position within current room, in pixels, from top of room area | ||
EB7A | DEFW $0000 | Address pointer for room data sets stored at 61A9 Also used to store for ROM memory address pointer used to generate foreground scenery objects at C52A |
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EB7C | DEFB $00 | First room data byte from data banks at 61A9 | ||
EB7D | DEFB $00 | Multi-purpose byte: | ||
EB7E | DEFB $00 | Multi-purpose: | ||
Data relating to doors:
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EB7F | DEFB $00 | Door byte:
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EB80 | DEFB $00 | Positive/negative offset for door graphic frame (used in routine at CAB4) Indicates number of frames (bits 0-2) and opening/closing direction |
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EB81 | DEFB $00 | 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 C3AB in door calculation routine. |
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