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Game Status Buffer |
| Address | Length | Description |
|---|---|---|
| BDB2 | 12 |
Pointers to the direction names, in the order north, south, east, west, up and down.
|
| D3B8 | 148 |
4A pointers to the object messages. Indexed with the count stored at *BAF8.
|
| D44C | 154 |
One pointer per room. Room 00 and room 01 are unused. The starting room is 05, The Great Valley.
|
| D4E6 | 84 |
2A pointers to the noun phrases the parser matches.
|
| E934 | 462 |
Six direction bytes for each room, in the order used by GetRoomPointer: north, south, east, west, up, down. 00 means no exit. Some of these bytes are rewritten when a door opens or an event moves the player.
|
| EB02 | 14 |
Addresses zeroed by the routine at GameStart before the game starts.
|
| FB0D | 68 |
Verb routines in the same order as Table_VerbTokens. Used by Handler_MatchVerb.
|
| FB51 | 10 |
The first five timed events. The remaining three entries are the first three scenic handlers at JumpTable_ScenicEvents, which the routine at Handler_TurnBasedEvents also reads.
|
| FB5B | 26 |
Handlers run when the current room matches an entry in the room list at BA48. Used by Handler_ScenicEvents.
|
| FB75 | 24 |
Handlers that draw the ten location pictures. Three entries share The Enchanted Wood.
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