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60074: Data buffer - game data (various)
60074 DEFB 0 Game cycle timer. Multi use throughout the program, e.g.:
  • to affect the delay before creatures follow Maroc into a room (51420)
  • to slow down animation rate slightly (58166)
  • to decide room item/creature movement (52136)
  • to create intervals between creature footstep sounds (52616)
60075 DEFB 0 Maroc's sprite's horizontal facing/movement direction, set when Maroc enters a new room
Set to 2 (facing left) or 254(-2) (facing right) depending on check at 50032
60076 DEFB 0 Maroc's sprite's vertical facing/movement direction, set when Maroc enters a new room
Set to 1 at start of main routine at 50885 if Maroc is in a tunnel - this sets Maroc facing upwards
Set to 254(-2) (facing downwards) at 50032 if Maroc is entering through a door at the top of the room (on the back wall)
60077 DEFW 0 Pointer to room item event data table at 32691
Initialized/copied from 60268 at routine at 49465
60079 DEFB 0 Door graphic's horizontal pixel graphic offset value copied here in the door handling routine at 51627
60080 DEFB 0 Room number. Copied from 60087 at 49044 when new game loaded
Set to 1 to return to start room when Maroc's energy = 0 at 55623
255 = Room number needs calculating from the door Maroc has just gone through (26512)
Set to 255 at end of a tunnel at 53646 and at 51837 when Maroc leaves a room (value checked at 55837)
60081 DEFB 0 Bytes 0-3 of the pre-graphics byte (see Graphic properties)
Indicates animation frames - i.e. the number of addresses to step over from the base address in the table at 38851 for the required frame
60082 DEFW 0 Graphics address pointer for the graphics address pointer table at 38851.
60084 DEFB 1 The connecting room set number (from 26512)
Used in routine that checks for pursuing creatures at 51458 and the tunnel setup at 50613
60085 DEFW 0 Address pointer for the connecting door set number at 26512
60087 DEFB 1 Room number. Starting room is #1
Identifies the room data set containing the room size and scenery data at 25001
60088 DEFB 0 - (unused)
60089 DEFB 60 - (unused)
60090 DEFB 0 - (unused)
60091 DEFB 64 - (unused)
60092 DEFW 0 (Copy of) pointer to data in room item data tables stored at 31744.
60094 DEFW 0 Address pointer buffer for the above - (Copy of) pointer to room item data at 31744
Also used for foreground scenery data at 32513 in routine at 54532
60096 DEFB 29 Maroc's horizontal (X-axis) screen position.
This value is calculated from left of screen (in border) in half-character (4 pixel) squares, so the value of 29 is halfway into character column 15
60097 DEFB 74 Maroc's vertical (Y-axis) pixel position.
This value is calculated from the top of the play area, starting immediately below the 2 character top decorative border (74 pixels down from here, or 90 pixels from the very top of the screen).
60098 DEFW 0 Maroc's sprite frame - graphic address pointer (from 38851)
60100 DEFW 0 Maroc's shadow - graphic address pointer (39095)
60102 DEFB 0 Flag indicating whether the fire button (flag at 60210) is held down
Used as a control to ensure the player releases the fire button before pressing it again
Used/checked in routine at 50984
60103 DEFB 0 General all-purpose counter byte:
  • Set to 128 as a sound effect loop counter during lightning effect in routine at 49274
  • Graphic tile counter (number of tiles the current graphic consists of) in the 'mirror graphics' routine at 57642
  • Scroll line text counter (0-5) for printing the spells, checked at 57237
  • Number of spell 'charge' icons to print on the scroll at 59186
  • Set to 14 to clear 14 character rows of the playing area at 57947
  • Text message number for Maroc's rank (see Trivia: Maroc's rank) calculated in the routine at 58720
60104 DEFB 0 Counter for the number of times Maroc has died
Affects Maroc's rank (see Trivia: Maroc's rank) which is calculated in the routine at 58599.
60105 DEFB 0 Level text number (29042), calculated using the room number in the lookup table at 50852
Value also used at 54865 to identify the warlock number (27772) for this level
60106 DEFB 0 - (unused)
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