Prev: EB74 Up: Map Next: EB91
EB82: Data buffer - room objects
EB82 DEFW $0000 Address pointer to item's data set in object room table at 736F
EB84 DEFB $00 Data set number for object in room interactable objects table at 736F
8 bytes copied here from object data table (736F) at the routine at DE7F
EB85 DEFB $00 Room number of object being dealt with
EB86 DEFB $00 Horizontal (X) position of object in room, in 4-pixel (half-character) steps
EB87 DEFB $00 Vertical (Y) position of object in room, in pixels, from top of room
EB88 DEFB $00 Item properties byte (similar to EB4E)
Bit 1 (2) set = Item is not visible
Bit 2 (4) set = Item/creature not subject to standard room boundary collision checks (e.g. BATS)
Bit 4 (16) set = Item is being carried by servant
Bit 6 (64) set = Maroc can pick up the item
EB89 DEFB $00 Object state - starts at 1 for each object, e.g. chest state 1 = closed, 2 = open
Each additional object state is stored in an extra 4 byte set
EB8A DEFB $00 Spell number (or 0 if not a spell) - spell table at 6DFC
Start counting with MOVE = 0, SERVANT = 1 etc.
EB8B DEFB $00 Attribute/colour/value of object
  • Bits 0-3 = INK colour of object (0-7)
  • Bit 4 = object will change colour
  • Bits 5-7 contain the item's value when trading with warlocks - see CE79
EB8C DEFB $00 Number of additional 4-byte sets for this object
4 additional bytes related to the object's current state. Copied here from the object's data set at 736F by the routine at DE7F
EB8D DEFB $00 Room item/creature movement pattern byte. Used for moving room items (including set room creatures) in the routine at CBA8
  • Bit 0 set = room item/creature has a random element to its movement
  • Bit 1 set = room item/creature will try to home in on Maroc's position
  • Bit 2 set = room item/creature is subject to usual room wall collision detection/adjustment (BATS do not have this set)
EB8E DEFB $00 Event number for items acting on this item - e.g. for a chest, which is opened by a particular key with matching event number
Checked in event/collision checks at CC27
Event type 15 = Object that Maroc can collect (or be given by the servant)
EB8F DEFB $00 Event number to check for this item - e.g. for a key, that opens a particular chest with matching event number
As part of event/collision check, also used for energy-affecting objects, e.g. orbs and mushrooms. 254 = energy drain, 253 = energy replenish
EB90 DEFB $00 Graphic number - offset for graphic address table at 97C3
Calculated is [(n-1)*2] + 97C3
A value of 124 (check at CB00) means the object is hidden (e.g. inside a chest) so doesn't need drawing on screen
Prev: EB74 Up: Map Next: EB91