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Data |
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Before demo mode or a new game starts, the data here is copied into the last 32 bytes of the game status buffer by the routine at F8AE.
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FFE0 | DEFB $00,$00,$08,$10,$10,$30,$00 | 7FE0 (unused) | ||||||
FFE7 | DEFB $0A | Bullet timer (7FE7) | ||||||
FFE8 | DEFB $80 | Disguise status flags (7FE8) | ||||||
FFE9 | DEFB $00 | Object inventory (7FE9) | ||||||
FFEA | DEFB $00 | Key inventory (7FEA) | ||||||
FFEB | DEFB $00 | Police flags (7FEB) | ||||||
FFEC | DEFW $0000 | High score (7FEC); this is set by the routine at F0BE | ||||||
FFEE | DEFB $00 | Game mode indicator (7FEE); this is set by the routine at F0BE | ||||||
FFEF | DEFB $FF | First aid (7FEF) | ||||||
FFF0 | DEFB $00,$00,$08,$10,$20,$80,$00,$00 | Door status flags (7FF0) | ||||||
FFF8 | DEFB $00,$40 | |||||||
FFFA | DEFB $00 | Input device indicator (7FFA); this value is changed by the routine at 6177 | ||||||
FFFB | DEFB $D7 | Number of the character just moved (7FFB) | ||||||
FFFC | DEFB $00 | Sam's status flags (7FFC) | ||||||
FFFD | DEFB $00 | Last key pressed (7FFD) | ||||||
FFFE | DEFB $00 | x-coordinate of the leftmost column of the play area on screen (7FFE); this value is not used | ||||||
FFFF | DEFB $14 | y-coordinate of the topmost row of the play area on screen (7FFF); this value is not used |
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