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CA1D: The start records
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.
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
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