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.
|