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B900: Z values (6<=y<=11)
Used by the routines at E70C, F3A0, F404, F8AE, FC00 and FC25. Each byte here corresponds to a segment of the play area that is eight tiles wide and six tiles high, and level with the 5th floor of a building (6<=y<=11).
B900 DEFB $0D,$0E,$0D 0<=x<24: apartment building next to no. 74 (roof)
B903 DEFB $0F 24<=x<32
B904 DEFB $09,$09,$09 32<=x<56: no. 74 (roof)
B907 DEFB $10,$12,$13,$14,$15,$17 56<=x<104: hotel
B90D DEFB $0B,$0B 104<=x<120: above the roof of no. 31
B90F DEFB $18 120<=x<128
B910 DEFB $19,$1A,$1B 128<=x<152: police station (roof)
B913 DEFB $09 152<=x<160: no. 27 (roof)
B914 DEFB $0A,$0B 160<=x<176
B916 DEFB $0C,$0D,$0E,$0D 176<=x<208: apartment building next to no. 19 (roof)
B91A DEFB $0B,$0B 208<=x<224: above the roof of no. 19 (these Z values are checked by the routine at FC00 and changed by the routines at F8AE and FC25)
B91C DEFB $09,$09 224<=x<240: no. 17 (roof)
B91E DEFB $09,$09 240<=x<256: no. 15 (roof)
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