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Game status buffer |
| Address | Length | Description |
|---|---|---|
| 5B00 | 4096 |
This is a copy of the bottom two thirds of the screen containing the background graphics that don't change until a room is redrawn.
|
| 6B00 | 4096 |
The buffer contains a copy of the lower two thirds of the screen, sorted sequentially by rows.
|
| 80A9 | 60 | |
| 813A | 1 |
|
| A838 | 1 |
Used by the routine at A83D.
|
| A839 | 1 |
Used by the routine at A83D.
|
| A83B | 2 |
|
| AED5 | 2 |
|
| B09D | 2 |
During the game, the value of IY is set to this value and used to access other character specific flags, such as endurance and items held.
|
| B34B | 1 |
Used by the routine in B34C
|
| B4E7 | 2 |
|
| B4E9 | 1 |
If any bits are reset, that key was pressed. If all bits are set (ie: FF), no keys were pressed.
|
| B4EA | 1 |
|
| B55F | 1 |
During the intro screen, this byte is used as an index to the current theme tune note.
|
| B951 | 1 |
|
| BAB3 | 1 | |
| BC2B | 5 | |
| BC30 | 5 |
|
| BC35 | 5 |
|
| BC3A | 5 |
|
| BC3F | 5 |
|
| BC44 | 5 |
|
| BC49 | 5 |
|
| BC4E | 5 |
|
| BC53 | 5 |
|
| BC58 | 5 |
|
| BC5D | 5 |
|
| BC62 | 5 |
|
| BC67 | 5 |
Runs from BC67 (Wally) to BC6B (Harry).
|
| BC6C | 5 |
Runs from BC6C (Wally) to BC70 (Harry).
|
| BC71 | 5 |
Runs from BC71 (Wally) to BC75 (Harry).
|
| BC76 | 5 |
Runs from BC76 (Wally) to BC7A (Harry).
|
| BC7B | 5 |
Runs from BC7B (Wally) to BC7F (Harry).
|
| BC80 | 5 |
|
| BC85 | 5 |
|
| BC8A | 5 |
|
| BC8F | 5 |
|
| BC94 | 5 |
|
| BC9E | 5 |
|
| BCA3 | 5 |
0 = no, 1 = jumping right, FF = jumping left
|
| BCA8 | 5 |
|
| BCAD | 5 |
|
| BCB2 | 5 |
|
| BCB7 | 5 |
|
| BCBC | 5 |
|
| BCC1 | 5 |
|
| BCC6 | 5 |
|
| BCCB | 5 |
|
| BCD0 | 5 |
|
| BCD5 | 5 |
|
| BCDA | 5 |
|
| BCDF | 5 |
|
| BCE4 | 5 |
|
| EB54 | 1 |
|
| EC0F | 1 |
|
| EC10 | 1 |
|
| EC11 | 1 |
|
| EC12 | 1 |
|
| EC13 | 1 |
|
| EC14 | 1 |
|
| EC15 | 1 |
|
| EC16 | 1 |
|
| EC17 | 1 |
|
| EC18 | 1 |
|
| EC19 | 1 |
|
| EC1A | 1 |
|
| EC1B | 1 |
|
| EC1C | 1 |
|
| ED06 | 12 |
|
| ED12 | 1 |
|
| F046 | 1 |
0 - left, 1 - right
|
| F0BD | 1 |
|
| F104 | 4 |
|
| F108 | 1 |
|
| F109 | 1 |
|
| F243 | 4 |
|
| F26E | 1 |
|
| F270 | 4 |
|
| F274 | 1 |
|
| F275 | 1 |
|
| F276 | 1 |
|
| F2FD | 12 |
|
| F327 | 9 |
|
| F375 | 8 |
|
| F3A3 | 8 |
|
| F401 | 8 |
|
| F491 | 12 |
|
| F4FF | 4 |
|
| F5BE | 4 |
|
| F5D2 | 1 |
Alternates between 38 and 3A (8A78)
|
| F5D3 | 30 |
The buffer is defined as the direction in which to move after drawing one 8-bit cell of data. A 1 moves drawing up one row, a 0 moves it down one row, a 2 leaves it unchanged. FF marks the end of the data.
|
| F653 | 80 |
|
| F671 | 1 |
Alternates between 3C and 3E (8AF8).
|
| F672 | 1 |
Used by the routine in EF35.
|
| F673 | 1 |
Used by the routine in EF35.
|
| F6DC | 16 |
|
| F73A | 12 |
|
| F7DE | 1 |
Used by the routine in F773.
|
| F7DF | 1 |
Used by the routine in F773.
|
| F7E1 | 1 |
Used by the routine in F773.
|
| F7E3 | 1 |
Used by the routine in F773.
|
| F7E5 | 1 |
Used by the routine in F773.
|
| F7E7 | 1 |
Used by the routine in F773.
|
| F812 | 2 |
|
| F9C2 | 2 |
Used by the routine at F9C4.
|
| F9F0 | 1 |
|
| F9F1 | 1 |
|
| F9F2 | 1 |
|
| F9F3 | 1 |
|
| FAEF | 1 |
Alternates between 0 and 1. If reset, a new lightning bolt can be created if a small bolt is destroyed.
|
| FC00 | 512 | |
| FE00 | 512 |
The buffer is initialised by the routine at B9AC when all the background graphics are drawn.
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