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EB74: Data buffer - room co-ordinate data and pointers
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)
  • Offset = 0 for brick level scenery (room number <84)
  • Offset = 12 for 'cavern' level scenery (room number >=84)
  • Offset = 0 for brick level foreground scenery items (room number <83)
  • Offset = 8 for cavern level foreground scenery items (room number >=83)
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
EB7C DEFB $00 First room data byte from data banks at 61A9
EB7D DEFB $00 Multi-purpose byte:
  • Used as a counter to compare with first room data byte (61A9) which holds the room size
  • Tunnel length - byte 1 of tunnel data set at 6710
EB7E DEFB $00 Multi-purpose:
  • Temporary store for room data bytes at 61A9
  • Data byte x 4 (used to calculate co-ordinates) subsequently stored here at C21B
  • Counter for number of boundary walls currently on screen in tunnel section
Data relating to doors:
EB7F DEFB $00 Door byte:
  • 0 = Back wall door
  • 1 = Right wall door
  • 2 = Left wall door
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
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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