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Game Status Buffer |
| Address | Length | Description |
|---|---|---|
| 48562 | 12 |
Pointers to the direction names, in the order north, south, east, west, up and down.
|
| 54200 | 148 |
74 pointers to the object messages. Indexed with the count stored at *47864.
|
| 54348 | 154 |
One pointer per room. Room 0 and room 1 are unused. The starting room is 5, The Great Valley.
|
| 54502 | 84 |
42 pointers to the noun phrases the parser matches.
|
| 59700 | 462 |
Six direction bytes for each room, in the order used by GetRoomPointer: north, south, east, west, up, down. 0 means no exit. Some of these bytes are rewritten when a door opens or an event moves the player.
|
| 60162 | 14 |
Addresses zeroed by the routine at GameStart before the game starts.
|
| 64269 | 68 |
Verb routines in the same order as Table_VerbTokens. Used by Handler_MatchVerb.
|
| 64337 | 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.
|
| 64347 | 26 |
Handlers run when the current room matches an entry in the room list at 47688. Used by Handler_ScenicEvents.
|
| 64373 | 24 |
Handlers that draw the ten location pictures. Three entries share The Enchanted Wood.
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