Address Length Description
25856 768
Building Buffer?
TODO: Seems to be larger than this single block. Maybe also 25088 as well, will test.
26624 768
Game Buffer?
27392 6912
Shadow Buffer
49569 1294
Table: Sprite Information
51280 30
User Defined Keys
Note although there are 3 "sets" - it doesn't always follow that the monster IDs correlate with the set IDs.
For instance; if George and Lizzy are computer controlled and Ralph uses the keyboard - he will use set 1. The sets are assigned sequentially to being assigned to a player.
53202 47
Data: George
53249 47
Data: Lizzy
53296 47
Data: Ralph
53776 1
Human Generator Limiter
Defaults to 128 (see 57033) is used for limiting the generation of humans. Humans are only generated when a generated random number between 0-255 is below the number set here.
53777 1
Maximum Number Humans
Used by the routines at Handler_SpawnHumans and FindScene.
53778 1
Maximum Number Helicopters
53782 1
Level Finished Countdown
After all the buildings have collapsed, the game doesn't instantly end the level. This countdown is reduced and the level ends only when it reaches zero.
53783 1
Active Monster Control Byte
TODO; bit pattern is maybe different to the control pattern.
53784 2
Game status buffer entry at D218
53786 4
Game Clock
Counts up while the game plays, used as a random number generator (as it's never reset).
53790 2
Game status buffer entry at D21E
53792 2
Game status buffer entry at D220
53794 2
Game status buffer entry at D222
53796 2
Game status buffer entry at D224
53798 1
Game status buffer entry at D226
53799 6
George
53805 6
Lizzy
53811 6
Ralph
53822 3
Game status buffer entry at D23E
53825 3
Game status buffer entry at D241
53828 1
Jump Table Pointer
53829 1
Game status buffer entry at D245
53830 1
Active Monster Climbing Flag
Relates to:
Byte Meaning
0 No
1 Yes
53831 1
Active Monster Orientation Flag
Relates to:
Byte Facing
0 Left-to-right
1 Right-to-left
53832 1
Active Monster Jumping Flag
Relates to:
Byte Meaning
0 No
1 Yes
53833 1
Active Monster Idle Countdown
53834 1
Active Monster About-To-Fall Countdown
Used by the routine at Action_Falling.
53835 1
Active Monster Action Countdown
53836 1
Game status buffer entry at D24C
53837 2
Active Monster Co-ordinates
53839 1
Game status buffer entry at D24F
53840 1
Active Monster Energy
Seem to be unused. Relates to:
53841 1
Active Monster Sprite Modifier
When monster frames are drawn, this is used with an OR to set a bit which changes the sprite to the appropriate character. See DrawMonsterSprite.
Byte Bit Monster
0 00000000 George
64 01000000 Lizzy
128 10000000 Ralph
53842 1
Active Monster Control Type
53843 2
Game status buffer entry at D253
53845 64
Table: Humans
53909 18
Table: Helicopters
53927 24
Table: Helicopter Something
53951 78
Table: Bullets
54029 18
Table: Projectiles
54175 84
Table: Buildings
54259 1
Number Of Buildings Remaining
Number of buildings remaining standing on the current level.
54260 1
Human Count (TODO)
54261 1
Active Helicopter Count
54262 1
On-Screen Helicopter Count
54264 1
Bullet Count
54266 1
Projectile Count
54269 1
Game State
Byte Meaning
0 In-Play
1 Game Over
54270 1
Scene Carpet
Is it carpet? Awning? Unsure...
Byte Meaning
0 No carpet
1 Carpet
54271 1
Game status buffer entry at D3FF
54272 1
Scene Type
54273 4
Table: Vehicle
54277 3
Table: Train
57156 1
Game: Current Level
57157 1
Temporary Monster ID
64334 10
User Defined Keys Buffer
Used by the routines at ChangeControls and UserDefinedKeys.
64344 2
User Defined Keys Pointer
64346 1
Keyboard Control Count
65247 33
Data: Ticker