![]() |
Data |
| Prev: B700 | Up: Map | Next: B71F |
|
The address of the acting character's object record. MOVE, ACTOR_ROOM and the rest read the actor through here rather than assuming the player, which is why one MOVE serves the whole cast.
|
||||
| ACTOR | B70C | DEFB $1B,$C1 | The acting character's record (ACTOR) | |
| RANDOM_LAST | B70E | DEFB $00 | RANDOM's last result | |
| PATTERN_OPTION | B70F | DEFB $00 | An option of the action's pattern, read by the object matching | |
| FIND_MODE | B710 | DEFB $00 | FIND_NAMED_OBJECT's mode: which kinds of object will do | |
| NEEDS_LIGHT | B711 | DEFB $00 | The action needs light at all (PATTERN_OPTIONS) | |
| RANDOM_POINTER | B712 | DEFB $00,$00 | RANDOM's pointer, stepping on through memory | |
| PATIENCE | B714 | DEFB $00,$00 | GET_KEY's patience before it types WAIT itself, which adapts to the player | |
| NO_PAUSE_LINES | B716 | DEFB $00 | Lines of story to print without the end-of-line pause | |
| DICTIONARY_ENTRY | B717 | DEFB $00,$00 | The dictionary entry TOKENISE is trying | |
| ALL_EXCEPT | B719 | DEFB $00 | ALL (1) or ALL ... EXCEPT (2) in the sentence being parsed | |
| QUESTION_WAITING | B71A | DEFB $00 | A question is waiting for the next line to answer | |
| IS_ORDER | B71B | DEFB $00 | The sentence being parsed is an order said to someone | |
| ALL_ACTION | B71C | DEFB $00 | ALL, for the action being carried out | |
| FLAGS_FIRST_WORDS | B71D | DEFB $00 | The action pattern's flags, from its first two words (PATTERN_FLAGS) | |
| FLAGS_LAST_WORDS | B71E | DEFB $00 | The action pattern's flags, from its last two words | |
| Prev: B700 | Up: Map | Next: B71F |