Address Length Description
5BC0 17
Dueller Number 1
Populated initially by Duel_Data. Used by the routines at Duel_Actions, C58B, Duel_Draw_Bandit_Prep and Update_Duel_Timer.
5BD1 17
Dueller Number 2
Populated initially by Duel_Data. Used by the routines at Duel_Actions, C58B, Duel_Draw_Bandit_Prep and Update_Duel_Timer.
5BE2 17
Dueller Number 3
Populated initially by Duel_Data. Used by the routines at Duel_Actions, C58B, Duel_Draw_Bandit_Prep and Update_Duel_Timer.
5CB0 1
Control method
Whether to utilise keyboard or joystick for input.
5CB1 1
Current Level
C421 1
The speed to run the duel, from 01 (slowest) to 20 (fastest). It is always set to 1 and never changes.
C6E0 2
Duel Countdown Timer
C6E2 1
Duel Shot Flag
See Duel_Complete for the clearest example of usage.
C6E3 1
Duel Lost Life Flag
See Duel_Complete for the clearest example of usage.
C6E4 1
Duel Extra Life Flag
See Duel_Complete for the clearest example of usage.
CA80 1
Set to 1 if this phase is complete
CBD0 2
Current text attributes
CC38 2
Buffer for holding Copy_Routine address
CC59 1
Number of lives remaining
CC8D 12
Deposit Flags
Stores whether a deposit has been made for each door.
CC99 2
Probably represents each block of six deposit flags
CD86 6
Score ($06 bytes)
CD8C 1
Game status buffer entry at CD8C
CD8D 3
Game status buffer entry at CD8D
CE12 2
Control Method Routine Alias
Points to either Controls_Joystick or Controls_Keyboard depending on the chosen control method.
CE14 6
Door Routine Buffer
These buffers point to the routines for character/ door actions for each door that are currently "in-play". Some example routines would be;
Routine Door
Prep_Bandit_Open "Normal" Bandit
Prep_Bowie Bowie
Prep_Customer Customer
Prep_Julius_Open Julius
Prep_Bandit_Draw_Open "Drawing" Bandit
And will also hold the door closing routines as well.
CE1A 1
Door Frame Reference
Only one door is "active" at a time, this status buffer points to the "currently in-focus door".
CE1B 1
Basic door speed multiplier for opening doors - always 3.
CE1C 2
Game speed. Starts at 0500 for phase one, then gradually gets faster.
CE1E 1
Current door speed multiplier (larger = slower). Cycles between the value in CE1B and 1, allowing doors to open at different times.
CE1F 2
Defines the entry point for the choosing routines. Note, this isn't for one choice - they chain into each other this simply points to where the chain starts.
D12F 54
Door data values
The values contain custom flags for each character, plus the working current state and state machine times. The number of bytes used depends on the character. These are copied from the following defaults:
D165 14
Door 1 Flags
D173 14
Door 2 Flags
D181 14
Door 3 Flags
D18F 1
Set to 1 if state times should not be copied back after being run
D190 1
Set to 1 if money should be collected from this door
D191 1
Set to 1 if the reward screen should appear at the end of a run of 9 days (for day 2 and above).
This is set on starting a new game at C851 and checked / cleared after completing day 2 / phase 18 at C913.
D2FE 1
Player mistakes
If any of these bits are set, the player loses a life:
Bit Reason
0 Shot by a bandit
1 Shot a customer, a bandit who hasn't drawn, or "good" Julius
2 Shot a bomb
D2FF 1
Most recent user input for gun
D300 1
Player Shot
D301 2
Player Left/ Right
D303 4
Player Shooting
D45C 2
Cash Deposit Box Reference
D8AC 4
Hash values for random number generator