The character buffers occupy bytes 0x60-0x7F in pages 0x98-0xAC.
Byte(s) |
Contents |
0x60 |
Animatory state
|
0x61,0x62 |
Location (y,x)
|
0x63 |
LSB of the primary command routine address (see 6226)
|
ERIC's post-midstride animatory state (see 6500, 653C)
|
0x64 |
MSB of the primary command routine address (see 6226)
|
ERIC's post-midstride y-coordinate (see 6500, 653C)
|
0x65 |
Destination y-coordinate (see 69D2)
|
Walkabout event identifier (see 62D7)
|
ERIC's post-midstride x-coordinate (see 6500, 653C)
|
0x66 |
Destination x-coordinate (see 69D2)
|
ERIC's animatory state before he started firing the catapult, hitting, or
jumping (see F46E)
|
0x67 |
Number of mini-walkabouts remaining (see 6B3D)
|
0x68 |
Message repetition delay counter (see F800)
|
0x69,0x6A |
Interruptible subcommand routine address (see 6226)
|
0x6B |
LSB of the address of the next character in the message being written on a
blackboard or spoken (see 70D2)
|
Walkabout destination x-coordinate (see 6B32)
|
x-coordinate increment to use while chasing ERIC (see 7BFB, 7C18)
|
Number of movements remaining to ascend or descend the staircase (see 6390,
63BE)
|
Number of movements remaining to wipe the blackboard (see 71E8)
|
Intermediate destination x-coordinate (see 633C)
|
0x6C |
MSB of the address of the next character in the message being written on a
blackboard or spoken (see 70D2)
|
y-coordinate increment to use while chasing ERIC (see 7BFB, 7C18)
|
x-coordinate of the next column of the board to wipe (see 71E8)
|
Number of paces remaining until the interruptible subcommand is terminated
(see 633C)
|
0x6D |
LSB of the address of the next character in the submessage being written on a
blackboard or spoken (see 70D2)
|
y-coordinate of the top row of the blackboard being wiped (see 71E8)
|
0x6E |
MSB of the address of the next character in the submessage being written on a
blackboard or spoken (see 70D2)
|
0x6F,0x70 |
Uninterruptible subcommand routine address (see 6226)
|
0x71 |
Counter determining how much longer the character will stay down after being
punched (see 6F99), hit by a catapult pellet (see 6D1C), knocked out of a
chair (see 6C55), or tripped up by a stampeding kid (see 69F6)
|
Distance remaining for the pellet to travel (see 6D1C)
|
ANGELFACE's pre-punch animatory state (see 6F1E, 6FE2)
|
BOY WANDER's pre-fire animatory state (see 702C, 7072)
|
0x72 |
Pre-knockout animatory state (see 6A46)
|
0x73,0x74 |
Unused
|
0x75,0x76 |
Address reached in the command list
|
0x77,0x78 |
Start address of the command list
|
0x79 |
Unused (always 0x00, but checked by 6226)
|
0x7A |
Various flags; initially populated by 6900 with 0x00 for kids, 0x10 (bit 4
set) for teachers, and 0x20 (bit 5 set) for catapult pellets:
Bit(s) |
Meaning if set |
0 |
Restart the command list at the next opportunity if bit 1 is reset (see 6226) |
1 |
Always reset |
2-3 |
Unused |
4 |
Character is a teacher (checked by 6317) |
5 |
Character is walking fast continuously (set for pellets and stampeding boys; see 6A6E) |
6 |
Character is walking slowly continuously (always reset, but checked by 6317) |
7 |
Character is walking slowly (see 62B2) |
|
0x7B |
Walking speed change delay counter (see 62B2, 7DEA, 7DF2, FA10)
|
0x7C,0x7D |
Continual subcommand routine address (see 6226); set to 629F initially by
6900
|
0x7E,0x7F |
Unused
|