Data 
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Used by the routines at 714C, F404 and F7DA. Each of the 32 bytes in this data table corresponds to an 8columnwide segment of the play area: the first byte to xcoordinates 07, the second byte to xcoordinates 815 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 7FA2).


FFC0  DEFB $A8,$A8,$A8,$A8  0<=x<32: no fuses here  
FFC4  DEFB $A2,$A2,$A2  32<=x<56: no. 74  
FFC7  DEFB $A3,$A3,$A3,$A3,$A3,$A3  56<=x<104: hotel  
FFCD  DEFB $A4,$A4  104<=x<120: no. 31  
FFCF  DEFB $A8,$A8,$A8,$A8,$A8,$A8,$A8,$A8,$A8,$A8,$A8  120<=x<208: no fuses here  
FFDA  DEFB $A5,$A5  208<=x<224: no. 19  
FFDC  DEFB $A6,$A6  224<=x<240: no. 17  
FFDE  DEFB $A7,$A7  240<=x<256: no. 15 
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