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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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