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FDB5: Default Game State
The starting values for the game status buffer. GameStart copies all 0144 bytes over Table_ItemLocations at the start of every game, so the layout is the same as the entries from Table_ItemLocations to Count_ConfigurableExits.
Starting places for the items (Table_ItemLocations).
DefaultGameState FDB5 DEFB $03 Item 00 ("A ladder leading down to a small rowing boat alongside"): room 03, Your Ship.
FDB6 DEFB $04 Item 01 ("You are alongside your ship. A ladder leads up to the deck"): room 04, In A Rowing Boat.
FDB7 DEFB $22 Item 02 ("A match"): room 22, The Woodland Clearing.
FDB8 DEFB $00 Item 03 ("A lighted match"): not in play (00).
FDB9 DEFB $07 Item 04 ("A plank"): room 07, Long Sandy Beach.
FDBA DEFB $00 Item 05 ("A plank (spanning the pit)"): not in play (00).
FDBB DEFB $00 Item 06 ("A plank (spanning the pit)"): not in play (00).
FDBC DEFB $0E Item 07 ("A coconut"): room 0E, By The Palm Trees.
FDBD DEFB $62 Item 08 ("A rod"): room 62, The Pirate Treasure Chamber.
FDBE DEFB $6A Item 09 ("A small round hole to the side of the door"): room 6A, The Mighty Rock Door.
FDBF DEFB $00 Item 0A ("A hole with a rod inserted to the side of the door"): not in play (00).
FDC0 DEFB $0B Item 0B ("A bottle"): room 0B, By The Palm Trees.
FDC1 DEFB $00 Item 0C ("A bottle of rum"): not in play (00).
FDC2 DEFB $00 Item 0D ("A bottle"): not in play (00).
FDC3 DEFB $27 Item 0E ("Some fruit"): room 27, The Fruit Grove.
FDC4 DEFB $51 Item 0F ("A gun"): room 51, The Harbour Beach.
FDC5 DEFB $50 Item 10 ("An eyepatch"): room 50, The Cliff Bottom.
FDC6 DEFB $00 Item 11 ("An eyepatch (worn)"): not in play (00).
FDC7 DEFB $42 Item 12 ("A keg of gunpowder"): room 42, A Dead End.
FDC8 DEFB $47 Item 13 ("A crocodile"): room 47, The Swamp.
FDC9 DEFB $00 Item 14 ("A crocodile (with the keg in its mouth)"): not in play (00).
FDCA DEFB $43 Item 15 ("A shoe"): room 43, The Mossy Path.
FDCB DEFB $3D Item 16 ("A sextant"): room 3D, The Rocky Beach.
FDCC DEFB $31 Item 17 ("A watch"): room 31, Wreckers' Cove.
FDCD DEFB $1F Item 18 ("Surrounded by natives"): room 1F, The Cannibals' Village.
FDCE DEFB $00 Item 19 ("The distracted natives"): not in play (00).
FDCF DEFB $00 Item 1A ("A spear"): not in play (00).
FDD0 DEFB $2F Item 1B ("A strangely coloured fish"): room 2F, The Secluded Beach.
FDD1 DEFB $00 Item 1C ("A red herring"): not in play (00).
FDD2 DEFB $62 Item 1D ("The Jewels of Babylon"): room 62, The Pirate Treasure Chamber.
FDD3 DEFB $67 Item 1E ("A crowbar"): room 67, The Pit Bottom.
FDD4 DEFB $69 Item 1F ("A key"): room 69, A Dead End.
FDD5 DEFB $1C Item 20 ("A human skull"): room 1C, The Thicket.
FDD6 DEFB $6B Item 21 ("You are at the island"): room 6B, In A Rowing Boat.
FDD7 DEFB $51 Item 22 ("A sleeping pirate"): room 51, The Harbour Beach.
FDD8 DEFB $00 Item 23 ("A dead pirate"): not in play (00).
FDD9 DEFB $00 Item 24 ("A dead pirate"): not in play (00).
FDDA DEFB $00 Item 25 ("A dead pirate"): not in play (00).
FDDB DEFB $00 Item 26 ("A dead pirate"): not in play (00).
FDDC DEFB $51 Item 27 ("A parrot (alive)"): room 51, The Harbour Beach.
FDDD DEFB $00 Item 28 ("A dead parrot"): not in play (00).
FDDE DEFB $30 Item 29 ("A giant crab"): room 30, The Rockpool.
FDDF DEFB $32 Item 2A ("A lion"): room 32, The Jungle.
FDE0 DEFB $3F Item 2B ("A giant octopus"): room 3F, The Cave.
FDE1 DEFB $00 Item 2C ("An open door"): not in play (00).
FDE2 DEFB $00 Item 2D ("A closed door"): not in play (00).
FDE3 DEFB $61 Item 2E ("A closed door"): room 61, The Dusty Corridor.
FDE4 DEFB $00 Item 2F ("An open door"): not in play (00).
FDE5 DEFB $62 Item 30 ("A closed door"): room 62, The Pirate Treasure Chamber.
FDE6 DEFB $00 Item 31 ("The door is open"): not in play (00).
FDE7 DEFB $6A Item 32 ("The door is closed"): room 6A, The Mighty Rock Door.
FDE8 DEFB $15 Item 33 ("A slab of rock"): room 15, The Narrow Path.
FDE9 DEFB $00 Item 34 ("An open trapdoor"): not in play (00).
FDEA DEFB $31 Item 35 ("The body of a sailor"): room 31, Wreckers' Cove.
FDEB DEFB $00 Item 36 (no description: never used): not in play (00).
FDEC DEFB $4E Item 37 ("A makeshift bridge across the ravine"): room 4E, The Ravine.
FDED DEFB $4F Item 38 ("A makeshift bridge"): room 4F, The Cliffs.
FDEE DEFB $2E Item 39 ("A boulder on the brink of a ledge"): room 2E, The Canyon.
FDEF DEFB $00 Item 3A ("A boulder"): not in play (00).
FDF0 DEFB $00 Item 3B ("A ring in the floor"): not in play (00).
FDF1 DEFB $3E Item 3C ("A trail of slime"): room 3E, The Cave Mouth.
FDF2 DEFB $3F Item 3D (no description: the cave and its water in The Cave): room 3F, The Cave.
FDF3 DEFB $52 Item 3E (no description: the cave in The Vast Cavern): room 52, The Vast Cavern.
FDF4 DEFB $66 Item 3F (no description: the pit): room 66, The Wide Pit.
FDF5 DEFB $68 Item 40 (no description: the pit): room 68, The Southern Side of the Pit.
FDF6 DEFB $67 Item 41 (no description: the pit): room 67, The Pit Bottom.
FDF7 DEFB $5F Item 42 ("A very large stone"): room 5F, A Dead End.
FDF8 DEFB $02 Item 43 (no description: the sea): room 02, The Open Sea.
FDF9 DEFB $30 Item 44 (no description: the water in the rock pool): room 30, The Rockpool.
FDFA DEFB $14 Item 45 (no description: the water at the waterfall): room 14, The Waterfall.
FDFB DEFB $11 Item 46 (no description: the pool of water): room 11, The Pool Of Water.
FDFC DEFB $12 Item 47 (no description: the water in the gulley): room 12, The Narrow Gulley.
FDFD DEFB $64 Item 48 (no description: the water in the damp passage): room 64, The Damp Passage.
FDFE DEFB $51 Item 49 (no description: the cave at The Harbour Beach): room 51, The Harbour Beach.
FDFF DEFB $00 Item 4A (no description: the marker for the moved stone): not in play (00).
FE00 DEFB $06 Item 4B ("A rowing boat"): room 06, Long Sandy Beach.
FE01 DEFB $06 Item 4C ("A ship anchored offshore"): room 06, Long Sandy Beach.
FE02 DEFB $6B Item 4D ("A ship anchored offshore"): room 6B, In A Rowing Boat.
FE03 DEFB $6C Item 4E (no description: the bridge at The Bridge): room 6C, The Bridge.
FE04 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Spare item slots (BC3F).
FE0C DEFB $00,$00,$00,$00,$00,$00,$00,$00
FE14 DEFB $00,$00,$00,$00,$00
Flags, pictures and turn-based events.
FE19 DEFB $00 Game flags (GameFlags_Help): none set.
FE1A DEFB $00,$00,$00,$00,$00,$00,$00 Unused (BC55).
FE21 DEFB $00,$00 Pictures already seen (Table_RoomImagesAlreadySeen): none.
FE23 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Unused (BC5E).
FE2B DEFB $00 Turn-based events (Flag_TurnBasedEventState): none started.
FE2C DEFB $00,$00,$00,$00,$00,$00,$00,$00 Turn-based event counters (Counter_Crab).
FE34 DEFB $00 Following flags (Flag_CrabFollowing): none.
FE35 DEFB $29 Following item for bit 0 (Table_FollowingItems): item 29, "A giant crab".
FE36 DEFB $00,$00,$00,$00,$00,$00,$00 Following items for bits 1-7.
Starting places for the scenic events (Table_ScenicEventLocations). Every event in play starts in The Open Sea and is moved into its own rooms (Data_ScenicEvents_Seagull) by GameEventsProcessor on the first turn.
FE3D DEFB $02 Event 80 (the seagull): room 02, The Open Sea.
FE3E DEFB $02 Event 81 (the rat): room 02, The Open Sea.
FE3F DEFB $02 Event 82 (the deer): room 02, The Open Sea.
FE40 DEFB $02 Event 83 (a pirate): room 02, The Open Sea.
FE41 DEFB $02 Event 84 (a pirate): room 02, The Open Sea.
FE42 DEFB $02 Event 85 (a pirate): room 02, The Open Sea.
FE43 DEFB $02 Event 86 (the water snake): room 02, The Open Sea.
FE44 DEFB $02 Event 87 (the spider): room 02, The Open Sea.
FE45 DEFB $00 Event 88 (the pirate from the beach): not in play (00) until Validate_Take_Gun wakes it.
FE46 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Spare scenic event slots (UnusedScenicEventLocations).
FE4E DEFB $00,$00,$00,$00,$00,$00,$00,$00
FE56 DEFB $00,$00,$00,$00,$00,$00,$00
Inventory, the load/save buffer and the starting room.
FE5D DEFB $00 Items carried (Count_InventoryItems): 00.
FE5E DEFB $00,$00,$00,$00,$00,$00,$00,$00 Load/save buffer (LoadSaveBuffer).
FE66 DEFB $00,$00,$00,$00,$00,$00,$00,$00
FE6E DEFB $00,$00,$00,$00,$00,$00,$00,$00
FE76 DEFB $00,$00,$00,$00,$00,$00,$00,$00
FE7E DEFB $00,$00,$00,$00,$00,$00,$00,$00
FE86 DEFB $00,$00,$00,$00,$00,$00,$00,$00
FE8E DEFB $00,$00
FE90 DEFB $03 Starting room (CurrentRoom): room 03, Your Ship.
FE91 DEFW Data_ScenicEvents_Seagull Initial scenic-event room pointer 00.
FE93 DEFW Data_ScenicEvents_Rat Initial scenic-event room pointer 01.
FE95 DEFW Data_ScenicEvents_Deer Initial scenic-event room pointer 02.
FE97 DEFW Data_ScenicEvents_Pirate_PassagesNorth Initial scenic-event room pointer 03.
FE99 DEFW Data_ScenicEvents_Pirate_PassagesSouth Initial scenic-event room pointer 04.
FE9B DEFW Data_ScenicEvents_Pirate_Pit Initial scenic-event room pointer 05.
FE9D DEFW Data_ScenicEvents_WaterSnake Initial scenic-event room pointer 06.
FE9F DEFW Data_ScenicEvents_Spider Initial scenic-event room pointer 07.
FEA1 DEFW Data_ScenicEvents_BeachPirate Initial scenic-event room pointer 08.
FEA3 DEFW $0000 Spare scenic-event room pointer.
FEA5 DEFW $0000 Spare scenic-event room pointer.
FEA7 DEFW $0000 Spare scenic-event room pointer.
FEA9 DEFW $0000 Spare scenic-event room pointer.
FEAB DEFW $0000 Spare scenic-event room pointer.
FEAD DEFW $0000 Spare scenic-event room pointer.
FEAF DEFW $0000 Spare scenic-event room pointer.
FEB1 DEFW $0000 Spare scenic-event room pointer.
FEB3 DEFW $0000 Spare scenic-event room pointer.
FEB5 DEFW $0000 Spare scenic-event room pointer.
FEB7 DEFW $0000 Spare scenic-event room pointer.
FEB9 DEFW $0000 Spare scenic-event room pointer.
FEBB DEFW $0000 Spare scenic-event room pointer.
FEBD DEFW $0000 Spare scenic-event room pointer.
FEBF DEFW $0000 Spare scenic-event room pointer.
FEC1 DEFW $0000 Spare scenic-event room pointer.
FEC3 DEFW $0000 Spare scenic-event room pointer.
FEC5 DEFW $0000 Spare scenic-event room pointer.
FEC7 DEFW $0000 Spare scenic-event room pointer.
FEC9 DEFW $0000 Spare scenic-event room pointer.
FECB DEFW $0000 Spare scenic-event room pointer.
FECD DEFW $0000 Spare scenic-event room pointer.
FECF DEFW $0000 Spare scenic-event room pointer.
FED1 DEFW Table_Vocabulary Initial vocabulary table (Pointer_Vocabulary).
FED3 DEFW JumpTable_TurnBasedEvents Initial turn-based events jump table (Pointer_TurnBasedEvents_Jump).
FED5 DEFW Table_RoomMap Initial room map (Pointer_RoomMap).
FED7 DEFW Table_ItemDescriptions Initial item descriptions (Pointer_ItemDescriptions).
FED9 DEFW Table_RoomsWithImages Initial rooms with images (Pointer_RoomsWithImages).
FEDB DEFW JumpTable_RoomImages Initial room image jump table (Pointer_RoomImage).
FEDD DEFW Table_RoomDescriptions Initial room descriptions (Pointer_RoomDescriptions).
FEDF DEFW Table_ItemGrouping Initial item grouping table (Pointer_ItemGroupingTable).
FEE1 DEFW Table_ObjectNounPhrases Initial object noun phrases (Pointer_ObjectNounPhrases).
FEE3 DEFW Table_TokenItemList Initial object list (Pointer_ObjectList).
FEE5 DEFW JumpTable_Verbs Initial verbs jump table (Pointer_JumpTable_Verbs).
FEE7 DEFW Table_ConfigurableExits Initial configurable exits (Pointer_ConfigurableExits).
FEE9 DEFW JumpTable_ScenicEvents Initial scenic events jump table (Pointer_JumpTable_ScenicEvents).
FEEB DEFW Table_VerbWordTokens Initial verb word tokens (Pointer_VerbWordTokens).
FEED DEFW $004F Initial number of items (Count_Items).
FEEF DEFW $0030 Initial number of objects (Count_Objects).
FEF1 DEFW $0026 Initial number of verb tokens (Count_VerbTokens).
FEF3 DEFW $000D Initial number of rooms with images (Count_RoomsWithImages).
FEF5 DEFW $0009 Initial number of scenic events (Count_ScenicEvents).
FEF7 DEFW $0013 Initial number of configurable exits (Count_ConfigurableExits).
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