Address Length Description
24832 7936
Game status buffer entry at 6100
32768 1
Print State: Y Position
32769 1
Print State: X Position
32770 1
Print State: Bit-Shift Count
32771 1
Print State: Character Code
32772 1
Print State: Attribute Byte
32773 1
Print State: Left Margin
32774 1
Print State: Right Margin
32775 1
Print State: Flags
32776 2
Print State: Font Bitmap Pointer
32778 2
Print State: Handler Pointer
32780 1
Print State: Normal Width
32781 1
Print State: Narrow Width
32782 1
Print State: Wide Width
32783 1
Print State: Space Width
32784 1
Print State: Line Height
32785 239
Print State: Row Count
36816 22
Control Code Dispatch Table
Two-byte handler address table for control codes 16–26 indexed by the control code zero-indexed from 16. Each entry is the address of the parameter handler installed into PrintState_Handler by PrintHandler.
36838 12
Font Configuration Table
Font configuration table, indexed by font number (0–3). Each eight-byte entry comprises six bytes of font metrics copied to 32780–32785 by the select font handler at PrintHandler_SelectFont, followed by a two-byte little-endian pointer to the font bitmap data stored at 32776.
36850 20
Game status buffer entry at 8FF2
50179 5
Player 1 State
50184 1
Wave Number
50185 12
Game status buffer entry at C409
50197 1
Lives
50198 1
Wave
50199 1
Game status buffer entry at C417
50200 4
Game status buffer entry at C418
50204 1
Game status buffer entry at C41C
50205 1
Wave Display X Pixel Position
50206 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.
50222 25
Game status buffer entry at C42E
50247 39
Player 2 State
50286 29
Game status buffer entry at C46E
50315 109
Game status buffer entry at C48B
50424 5
Game status buffer entry at C4F8
50429 1
Game status buffer entry at C4FD
50430 27
Game status buffer entry at C4FE
50457 25
Wave Start Pointer
Little-endian pointer loaded from the word table at 54244 (indexed from 54272) when staging a wave after tape load or max-wave reset; copied into 50185 when clearing player state in PlayerDeath.
50482 18
Death Sequence Mode
When 1 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.
54244 20
Game status buffer entry at D3E4
61662 16
Game status buffer entry at F0DE
63572 1964
Game status buffer entry at F854