![]() |
Data |
| Prev: FEA0 | Up: Map |
|
||||||||
| FEAE | DEFB $50 | Animatory state (0x50: lady in a hat) | ||||||
| FEAF | DEFB $07,$13 | Location (third floor of the apartment building next to no. 74, left-hand side) | ||||||
| FEB1 | DEFB $01 | z-coordinate (indoors) | ||||||
| FEB2 | DEFW $FE96 | Command list: Walk up and down for ever | ||||||
|
The next set of parameters belongs to the character who owns character buffer 0xD7 when 8<=X<=56.
|
||||||||
| FEB4 | DEFB $E0 | Animatory state (0xE0: girl with a pony tail) | ||||||
| FEB5 | DEFB $30,$13 | Location (third floor of no. 74, right-hand side) | ||||||
| FEB7 | DEFB $01 | z-coordinate (indoors) | ||||||
| FEB8 | DEFW $FE58 | Command list: Front door duty at no. 74 | ||||||
|
The next set of parameters belongs to the character who owns character buffer 0xD7 when 64<=X<=112.
|
||||||||
| FEBA | DEFB $68 | Animatory state (0x68: man in a bowler hat) | ||||||
| FEBB | DEFB $64,$07 | Location (top floor of the hotel, right-hand room) | ||||||
| FEBD | DEFB $01 | z-coordinate (indoors) | ||||||
| FEBE | DEFW $FE96 | Command list: Walk up and down for ever | ||||||
|
The next set of parameters belongs to the character who owns character buffer 0xD7 when 120<=X<=168.
|
||||||||
| FEC0 | DEFB $76 | Animatory state (0x76: cat) | ||||||
| FEC1 | DEFB $00,$2D | Location (out of sight) | ||||||
| FEC3 | DEFB $08 | z-coordinate (invisible) | ||||||
| FEC4 | DEFW $FE94 | Command list: Do nothing | ||||||
|
The next set of parameters belongs to the character who owns character buffer 0xD7 when X>=176.
|
||||||||
| FEC6 | DEFB $20 | Animatory state (0x20: gangster) | ||||||
| FEC7 | DEFB $DC,$13 | Location (top floor of no. 19, right-hand side) | ||||||
| FEC9 | DEFB $01 | z-coordinate (indoors) | ||||||
| FECA | DEFW $FD4E | Command list: Keep guard at no. 19 | ||||||
| Prev: FEA0 | Up: Map |