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Data |
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Two object records of 32 bytes, the robot's legs and top as a life starts: NEW_LIFE copies them over OBJECTS. All zero on the tape. At a new game NEW_GAME_START fills the first eight bytes of each, the room and the graphic kept at +$10, and AFTER_GAME clears the legs' +$0C; as the robot comes through a doorway EXIT_LOW_U copies his whole records here, walk into the room and all, so a life starts where he last came in. Whatever else a record holds is what the last doorway left.
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| START_LEGS | CA1D | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | The legs: graphic, U, V, Z, half-sizes, height, flags | |
| START_LEGS_ROOM | CA25 | DEFB $00 | The room | |
| CA26 | DEFB $00,$00,$00,$00,$00,$00,$00 | The step in U, V and Z; +C, the walk into a room (bits 4-7) and the jump (bit 3), which a doorway leaves set and AFTER_GAME clears at every new game; +D, +E, +F | ||
| START_LEGS_NEXT | CA2D | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | +10: the legs' own graphic, which the appearing robot takes at the end (PLAYER_APPEARED); then the rest of the record | |
| CA35 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||
| START_TOP | CA3D | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | The top: graphic, U, V, Z, half-sizes, height, flags | |
| START_TOP_ROOM | CA45 | DEFB $00 | The room | |
| CA46 | DEFB $00,$00,$00,$00,$00,$00,$00 | The step in U, V and Z, +C, +D, +E, +F | ||
| START_TOP_NEXT | CA4D | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | +10: the top's own graphic, as for the legs; then the rest of the record | |
| CA55 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||
| Prev: CA07 | Up: Map | Next: CA5D |