Data |
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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).
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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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