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Game Status Buffer |
| Address | Length | Description |
|---|---|---|
| AD76 | 135 |
One byte per item. The value is the room the item is in, 00 when the item is inactive, and the inventory room when the player is carrying it.
|
| ADFD | 121 |
Working flags copied from DefaultGameState. Named fields below are the bytes the engine addresses directly.
|
| AE76 | 2 |
Bit 0 and bit 1 gate the special move out of room 37.
|
| AE78 | 1 |
Cleared at the start of every pass round the game loop.
|
| AE79 | 15 |
|
| AE88 | 1 |
One bit per turn-based event. Process Game Events walks the bits.
|
| AE89 | 8 |
One counter byte for each bit in the turn-based event flags.
|
| AE91 | 1 |
Set when a turn-based event has started.
|
| AE92 | 8 |
Item id for each bit in the event-state flags.
|
| AE9A | 1 |
|
| AE9B | 50 |
Save Game copies the configurable-exit bytes here before writing the tape block. The buffer is 32 bytes, ending at the current room.
|
| AECD | 1 |
The room the player is in. The initial image starts in room 03.
|
| CD58 | 270 |
One word per item. Each entry points at an FF-terminated name.
|
| CE66 | 132 |
One word per room. Rooms 00 and 01 are unused. The rest point at the room text.
|
| CEEA | 144 |
One word per object. Each entry points at the noun text.
|
| FBDC | 390 |
Game Start copies these 0186 bytes to the item-location table.
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