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E620: Initialisation parameters for Sam
Used by the routine at F8AE. Note that the last byte in each set of parameters is effectively unused, but because it is non-zero, the routine at F87E will needlessly copy the whole set of parameters into bytes 0x00, 0x01, 0x02, 0x04, 0x17 and 0x18 of Sam's buffer; the parameters are correctly used to initialise Sam upon return from that routine by the routine at F8AE.
The first set of parameters is used in demo mode.
Input
Output
E620 DEFB $00 Unused
E621 DEFB $22 LSB of the address of the screen refresh buffer byte that corresponds to the top row of the cutscene window (see 7866); combined with the coordinates below, this places the top-left corner of the cutscene window at (224,19) with Sam at (229,19) (in his office)
E622 DEFB $D0 New x-coordinate for the leftmost column of the play area on screen
E623 DEFB $0E New y-coordinate for the topmost row of the play area on screen
E624 DEFB $20 Message 0x20: '...I'M WORKING ON A CASE RIGHT NOW...'
E625 DEFB $01 Unused
The next set of parameters is used in game mode 1.
E626 DEFB $00 Unused
E627 DEFB $22 LSB of the address of the screen refresh buffer byte that corresponds to the top row of the cutscene window (see 7866); combined with the coordinates below, this places the top-left corner of the cutscene window at (224,19) with Sam at (229,19) (in his office)
E628 DEFB $D0 New x-coordinate for the leftmost column of the play area on screen
E629 DEFB $0E New y-coordinate for the topmost row of the play area on screen
E62A DEFB $21 Message 0x21: '...SO BEGAN THE CASE OF THE BALI BUDGIE'
E62B DEFB $01 Unused
The next set of parameters is used in game mode 2.
E62C DEFB $00 Unused
E62D DEFB $22 LSB of the address of the screen refresh buffer byte that corresponds to the top row of the cutscene window (see 7866); combined with the coordinates below, this places the top-left corner of the cutscene window at (240,19) with Sam at (245,19) (third floor of no. 15)
E62E DEFB $E0 New x-coordinate for the leftmost column of the play area on screen
E62F DEFB $0E New y-coordinate for the topmost row of the play area on screen
E630 DEFB $3E Message 0x3E: 'IT ALL WENT BLACK. AS I FELL SOMEONE FAT PUSHED PAST ME...'
E631 DEFB $01 Unused
The next set of parameters is used in game mode 3.
E632 DEFB $00 Unused
E633 DEFB $20 LSB of the address of the screen refresh buffer byte that corresponds to the top row of the cutscene window (see 7866); combined with the coordinates below, this places the top-left corner of the cutscene window at (0,7) with Sam at (5,7) (on the roof of the apartment building next to no. 74)
E634 DEFB $00 New x-coordinate for the leftmost column of the play area on screen
E635 DEFB $02 New y-coordinate for the topmost row of the play area on screen
E636 DEFB $43 Message 0x43: 'SOMEONE HIT ME. I PLAYED DEAD. TWO MEN WALKED OFF...'
E637 DEFB $01 Unused
The next set of parameters is used in game mode 4.
E638 DEFB $00 Unused
E639 DEFB $22 LSB of the address of the screen refresh buffer byte that corresponds to the top row of the cutscene window (see 7866); combined with the coordinates below, this places the top-left corner of the cutscene window at (224,19) with Sam at (229,19) (in his office)
E63A DEFB $D0 New x-coordinate for the leftmost column of the play area on screen
E63B DEFB $0E New y-coordinate for the topmost row of the play area on screen
E63C DEFB $4A Message 0x4A: 'SHE'S IN JAIL NOW. ANOTHER CASE SOLVED...'
E63D DEFB $01 Unused
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