Game Status Buffer |
Address | Length | Description | ||||||||||||||||||
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5B3F | 2 |
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5BCC | 1 | |||||||||||||||||||
5BCD | 1 |
See A9D1.
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5BCF | 1 | |||||||||||||||||||
5BD0 | 1 |
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5BD1 | 1 |
See.
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5BD2 | 1 |
See DrawRoomLadders.
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5BD3 | 1 |
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5BD4 | 1 |
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5BD6 | 2 |
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5BD8 | 2 |
Populated by PopulateCurrentRoomBuffersAndReferences. See DrawRoom, Handler_LaddersDescending and Handler_LaddersAscending for usage.
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5BDA | 2 |
Populated by PopulateCurrentRoomBuffersAndReferences. See DrawRoom, AnimalsEventTiming, Handler_KeysAndLockedDoors, F1AF and F1E5 for usage.
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5BDC | 2 |
Populated by PopulateCurrentRoomBuffersAndReferences. See Handler_PortHole for usage.
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5BDE | 2 |
Populated by PopulateCurrentRoomBuffersAndReferences. See Handler_Pirates for usage.
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5BE0 | 2 |
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5BE2 | 2 |
Populated by PopulateCurrentRoomBuffersAndReferences. See DrawRoom for usage.
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5BE4 | 2 |
Populated by PopulateCurrentRoomBuffersAndReferences. See Handler_Lifts2 and Handler_Lifts for usage.
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5BE6 | 2 |
Populated by PopulateCurrentRoomBuffersAndReferences. See Handler_DisappearingFloors for usage.
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5BE8 | 2 |
Initialised at PopulateCurrentRoomBuffersAndReferences. Used by the routine at DrawRoom.
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5BEA | 1 |
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5BEB | 5 |
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5BF0 | 1 |
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5BF1 | 1 |
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5BF2 | 2 |
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5BF4 | 2 |
The count of how much booty the player has collected in the current game.
Initialised to 0000 in InitialiseGame at the start of a new game, unless GameState is set to "Game Looped Mode" (02) in which case the game begins with the previous games value continued (but all the booty is respawned).
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5BFA | 2 |
Probably could name this better - this represents the number of frames to skip before counting down the actual Golden Key Timer at 5BFF.
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5BFC | 1 |
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5BFD | 2 |
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5BFF | 1 |
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A1C4 | 800 |
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A4E4 | 800 |
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ABD6 | 3788 |
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BAA5 | 2 |
Used to assist with populating TableRoomData, as this table is blank when the game is first loaded.
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BAA9 | 44 |
Note that room ID 22 is never used, and hence is 0000. Room ID 21 is a valid reference (and does have data), but also is not used in the game.
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BAD5 | 2 |
See PopulateRoomBuffer for usage.
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BAD7 | 500 |
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BCCB | 51 |
Note; although this room is present in code, it's unreachable and fairly "broken". See Room #21.
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BCFE | 192 |
See Room #20.
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BDBE | 212 |
See Room #19.
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BE92 | 212 |
See Room #18.
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BF66 | 247 |
See Room #17.
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C05D | 208 |
See Room #16.
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C12D | 215 |
See Room #15.
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C204 | 185 |
See Room #14.
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C2BD | 186 |
See Room #13.
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C377 | 210 |
See Room #12.
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C449 | 171 |
See Room #11.
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C4F4 | 174 |
See Room #10.
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C5A2 | 143 |
See Room #09.
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C631 | 165 |
See Room #08.
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C6D6 | 172 |
See Room #07.
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C782 | 138 |
See Room #06.
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C80C | 158 |
See Room #05.
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C8AA | 199 |
See Room #04.
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C971 | 162 |
See Room #03.
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CA13 | 198 |
See Room #02.
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CAD9 | 188 |
See Room #01.
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D20C | 1 |
Contains the currently in-focus key position; used for highlighting.
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D22C | 39 |
See SetDefaultKeyboardInputs for an example of how this is used. Each key is stored as an offset. So a stored value of 05 equates to the "T" key.
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D33E | 1 |
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D93D | 1 |
This value is incremented every frame, and every 4th frame will cause the player to rise.
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DB36 | 2 |
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DB38 | 3 |
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DB3B | 1 |
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DB3C | 1 |
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DB42 | 1 |
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DB44 | 1 |
The number of fish needed to complete the game; see CE57.
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DC0E | 20 |
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DC22 | 264 |
Populated by PopulateSandBuffer.
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DD2A | 110 |
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E46F | 11 |
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F231 | 20 |
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F245 | 20 | |||||||||||||||||||
F259 | 1 |
This value is incremented every frame, and every 4th frame will animate the port holes (if there are any). See Handler_PortHole.
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F2DB | 30 |
Used by the routines at Handler_Bomb (for creation) and Handler_Explosion for animation.
Initial values are populated from TableDefaultBombSparks.
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F2F9 | 30 |
Used by the routine at Handler_Bomb.
These default values are copied to TableBombSparks.
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F31C | 20 |
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F330 | 2 |
Keeps track of the current position in the room buffer being processed.
Used by the routines at ConvertCoordinateToBufferOffset, PrintSpriteUpdateBuffer, E804 and Handler_Pirates.
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F332 | 2 |
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F334 | 1 |
See Handler_Lifts and Handler_Pirates.
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F335 | 1 |
The width of the sprite actively being printed.
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F336 | 1 |
The ID of the sprite actively being printed. Note; this starts off as -1 of the real value as it increments to the base sprite ID in the printing loop.
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F340 | 1 |
Used by the routine at InitialiseGame.
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F341 | 1 |
See E480.
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F342 | 1 |
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F343 | 2 |
Used by the routine at GetRandomNumber. Not random at all!
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FE86 | 2 |
Incremented address which points to ZX Spectrum ROM for the purposes of creating the screeching noice you hear when the bomb is counting down.
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FE88 | 1 |
Increments by one on every generated interrupt.
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FFF7 | 1 |
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FFF8 | 1 |
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FFF9 | 2 |
Keep track of the current position of the music data. This is important as the theme tune uses interrupts to play, so it needs to know where to resume playing from.
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FFFB | 1 |
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FFFC | 1 |
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FFFD | 1 |
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FFFE | 1 |
Used by the routines at GameEntryPoint, Handler_Animals, Handler_BadDoor, Handler_Explosion, Handler_Items, Handler_UnlockDoor, Handler_Pirates, Handler_KeysAndLockedDoors, SoundHandler_CollectedKey, SoundHandler_UnlockedDoor, SoundHandler_CaughtByPirate, SoundHandler_BombExplosion, SoundHandler_CollectedItem, SoundHandler_TouchedAnimal and Controller_GeneralSounds.
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FFFF | 1 |
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