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Game Status Buffer |
| Address | Length | Description |
|---|---|---|
| 44406 | 135 |
One byte per item. The value is the room the item is in, 0 when the item is inactive, and the inventory room when the player is carrying it.
|
| 44541 | 121 |
Working flags copied from DefaultGameState. Named fields below are the bytes the engine addresses directly.
|
| 44662 | 2 |
Bit 0 and bit 1 gate the special move out of room 55.
|
| 44664 | 1 |
Cleared at the start of every pass round the game loop.
|
| 44665 | 15 |
|
| 44680 | 1 |
One bit per turn-based event. Process Game Events walks the bits.
|
| 44681 | 8 |
One counter byte for each bit in the turn-based event flags.
|
| 44689 | 1 |
Set when a turn-based event has started.
|
| 44690 | 8 |
Item id for each bit in the event-state flags.
|
| 44698 | 1 |
|
| 44699 | 50 |
Save Game copies the configurable-exit bytes here before writing the tape block. The buffer is 50 bytes, ending at the current room.
|
| 44749 | 1 |
The room the player is in. The initial image starts in room 3.
|
| 52568 | 270 |
One word per item. Each entry points at an 255-terminated name.
|
| 52838 | 132 |
One word per room. Rooms 0 and 1 are unused. The rest point at the room text.
|
| 52970 | 144 |
One word per object. Each entry points at the noun text.
|
| 64476 | 390 |
Game Start copies these 390 bytes to the item-location table.
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