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65472: Locations affected by blown fuses
Used by the routines at 29004, 62468 and 63450. Each of the 32 bytes in this data table corresponds to an 8-column-wide segment of the play area: the first byte to x-coordinates 0-7, the second byte to x-coordinates 8-15 and so on. Each value is the LSB of the address of the game status buffer variable that holds the delay counter for the fuse (if any) that affects the segment (see 32674).
65472 DEFB 168,168,168,168 0<=x<32: no fuses here
65476 DEFB 162,162,162 32<=x<56: no. 74
65479 DEFB 163,163,163,163,163,163 56<=x<104: hotel
65485 DEFB 164,164 104<=x<120: no. 31
65487 DEFB 168,168,168,168,168,168,168,168,168,168,168 120<=x<208: no fuses here
65498 DEFB 165,165 208<=x<224: no. 19
65500 DEFB 166,166 224<=x<240: no. 17
65502 DEFB 167,167 240<=x<256: no. 15
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