| Data

FFC0: Locations affected by blown fuses

Used by the routines at 714C, F404 and F7DA. Each of the 32 bytes in this data table corresponds to an 8-column-wide segment of the play area: the first byte to x-coordinates 0-7, the second byte to x-coordinates 8-15 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