Address Length Description
6100 7936
Game status buffer entry at 6100
8000 1
Print State: Y Position
8001 1
Print State: X Position
8002 1
Print State: Bit-Shift Count
8003 1
Print State: Character Code
8004 1
Print State: Attribute Byte
8005 1
Print State: Left Margin
8006 1
Print State: Right Margin
8007 1
Print State: Flags
8008 2
Print State: Font Bitmap Pointer
800A 2
Print State: Handler Pointer
800C 1
Print State: Normal Width
800D 1
Print State: Narrow Width
800E 1
Print State: Wide Width
800F 1
Print State: Space Width
8010 1
Print State: Line Height
8011 239
Print State: Row Count
8FD0 22
Control Code Dispatch Table
Two-byte handler address table for control codes 10–1A indexed by the control code zero-indexed from 10. Each entry is the address of the parameter handler installed into PrintState_Handler by PrintHandler.
8FE6 12
Font Configuration Table
Font configuration table, indexed by font number (00–03). Each eight-byte entry comprises six bytes of font metrics copied to 800C–8011 by the select font handler at PrintHandler_SelectFont, followed by a two-byte little-endian pointer to the font bitmap data stored at 8008.
8FF2 20
Game status buffer entry at 8FF2
C403 5
Player 1 State
C408 1
Wave Number
C409 12
Game status buffer entry at C409
C415 1
Lives
C416 1
Wave
C417 1
Game status buffer entry at C417
C418 4
Game status buffer entry at C418
C41C 1
Game status buffer entry at C41C
C41D 1
Wave Display X Pixel Position
C41E 16
Two-Player Session Flag
Non-zero when both player slots take part in the current credit session; read by PlayerDeath after a lost life to decide whether to swap with SwapPlayerState again or loop on the same player. Cleared when initialising state for a new game after the maximum wave.
C42E 25
Game status buffer entry at C42E
C447 39
Player 2 State
C46E 29
Game status buffer entry at C46E
C48B 109
Game status buffer entry at C48B
C4F8 5
Game status buffer entry at C4F8
C4FD 1
Game status buffer entry at C4FD
C4FE 27
Game status buffer entry at C4FE
C519 25
Wave Start Pointer
Little-endian pointer loaded from the word table at D3E4 (indexed from D400) when staging a wave after tape load or max-wave reset; copied into C409 when clearing player state in PlayerDeath.
C532 18
Death Sequence Mode
When 01 PlayerDeath skips the intro HUD, "PLAYER" messaging and intro delay before losing a life, and skips the extra "PLAYER" line in the game-over branch. Set from the wave-table path together with the table variant in B.
D3E4 20
Game status buffer entry at D3E4
F0DE 16
Game status buffer entry at F0DE
F854 1964
Game status buffer entry at F854