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B32A: The status panel, as tile numbers
24 rows of 8, each byte an index into PANEL_TILES. The loop at DRAW_SCROLL_0 walks it a row at a time, calling PLOT_TILE for each cell and colouring it as it goes. The eight columns start at x=192, which is the first character column past the play area -- the same place PAINT_PANEL colours.
PANEL_LAYOUT B32A DEFB $01,$02,$03,$04,$05,$06,$07,$08
B332 DEFB $09,$4F,$50,$51,$52,$53,$0A,$0B
B33A DEFB $0E,$54,$55,$56,$57,$58,$0C,$0D
B342 DEFB $0F,$00,$00,$00,$00,$00,$00,$3A
B34A DEFB $10,$00,$00,$00,$00,$00,$00,$3B
B352 DEFB $11,$00,$00,$00,$00,$00,$00,$3C
B35A DEFB $12,$00,$00,$00,$00,$00,$00,$3D
B362 DEFB $13,$00,$59,$5A,$5B,$5C,$00,$3E
B36A DEFB $14,$00,$00,$00,$5D,$00,$00,$3F
B372 DEFB $15,$49,$4A,$4B,$4C,$4D,$4E,$40
B37A DEFB $16,$00,$00,$00,$00,$00,$00,$41
B382 DEFB $17,$00,$00,$00,$00,$00,$00,$42
B38A DEFB $18,$00,$00,$00,$00,$00,$00,$43
B392 DEFB $19,$00,$00,$00,$00,$00,$00,$44
B39A DEFB $1A,$00,$00,$00,$00,$00,$00,$45
B3A2 DEFB $1B,$00,$00,$00,$00,$00,$00,$46
B3AA DEFB $1C,$00,$00,$00,$00,$00,$00,$47
B3B2 DEFB $1D,$00,$00,$00,$00,$00,$00,$48
B3BA DEFB $1E,$1F,$20,$21,$00,$00,$22,$23
B3C2 DEFB $24,$25,$26,$27,$28,$29,$2A,$2B
B3CA DEFB $2C,$2D,$2E,$2F,$30,$31,$32,$33
B3D2 DEFB $00,$34,$35,$00,$00,$00,$00,$00
B3DA DEFB $00,$00,$36,$37,$00,$00,$00,$00
B3E2 DEFB $00,$00,$38,$39,$00,$00,$00,$00
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