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B11D: Data block at B11D
Input
Output
Room_Flags B11D DEFB $00 Set to $50 when 'no more bets' is on, $00 hero can place bets.
_b11e B11E DEFB $00
_frames B11F DEFB $34 Frames counter.
Mode_Demo B120 DEFB $00 2 = Demo mode.
KeyStore B121 DEFB $BF,$BF,$BF,$BF,$BF,$BF,$BF Bytes holding last key press.
KeyStoreN B128 DEFB $BF
KeyCmd B129 DEFB $00 Holds bit flags representing which commands to act on due to a key press.
Bit Description
0 Right
1 Left
2 Rotate CW
3 Rotate CCW
4 Offer
5 Pick up
6 Drop
KeyCmd_Enter B12A DEFB $00 Bit 1 is set when ENTER is pressed.
LinkList_Spare_Ptr B12B DEFW $BF02 Ptr to spare node link list.
Cache of bitmap data
Bitmap_InfoCache B12D DEFW Bmp_HeroMaskFacing Address
Bitmap_InfoCache_Height B12F DEFB $87 Height
Bitmap_InfoCache_Width B130 DEFB $04 Width
Hero_FrameCount B131 DEFB $13 Some sort of frame count
B132 DEFB $00
LinkList_Bg_Ptr B133 DEFW $BEF3 Ptr to background link list.
Ptr_PersonLinkList B135 DEFW People_Skar Pointer to the start of the person link list.
B137 DEFW $6C92
B139 DEFW $6CD0
B13B DEFW $6D84
B13D DEFW $6C6E
B13F DEFW $6D78
B141 DEFW $0000
B143 DEFW $6D30
B145 DEFW $0000
B147 DEFW Path_DataMeadSqu
B149 DEFW $6CDC
B14B DEFW $0000
B14D DEFB $9E
_b14e B14E DEFB $6C
Inv_Pocket1 B14F DEFB $00 Pocket 1, holds index to object being carried.
Inv_Pocket2 B150 DEFB $00 Pocket 2, holds index to object being carried.
Inv_Pocket3 B151 DEFB $00 Pocket 3, holds index to object being carried.
Inv_Select B152 DEFB $00 Index value of item selected (0 = iridi tokens).
IridiValue B153 DEFB $00,$20,$00,$00 Number of tokens held as a BCD string.
PathFound_IndexCount B157 DEFB $08 Paths counted during a path found search.
Room_CurrentType B158 DEFB $01 Room type (+1) for which to store saved info when entering / leaving.
B159 DEFB $00
Coords_NS B15A DEFW $058C
Coords_EW B15C DEFW $0474
Hero_Frame B15E DEFB $13,$00 Current bitmap frame of hero.
Camera_Compass B160 DEFB $00,$00 Direction compass, camera is facing. [0 North, 1 East, 2 South, 3 West]
Hero_LastDirection B162 DEFB $01 Last direction of travel.
1 Right
2 Left
Hero_CompassFacing B163 DEFB $02,$00 Compass direction that hero is facing.
Hero_PathPtr B165 DEFW Path_DataMeadSqu Pointer to path data.
PathFound_Compass B167 DEFB $00 The compass when a path is found.
PathFound_PathPtr B168 DEFW Path_DataMeadSqu Pointer to a path when found.
B16A DEFB $00,$00,$00
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