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6BD1: Block types
29 addresses, one for each kind of object a room record can place: bits 3 to 7 of a group byte in location_tbl, doubled, index this table (next_fg_obj). Each address points at a list of 6-byte parts ended by a 0 byte, laid out as described at block. Most kinds are one part; the two guards are two.
The table is not in address order: the records it points at are grouped by what they are (blocks, then fire and balls, then spikes and so on), while the index order is simply the order the kinds were numbered in.
block_type_tbl 6BD1 DEFW block 0: block
6BD3 DEFW fire 1: fire
6BD5 DEFW ball_ud_y 2: ball (half a cell along y)
6BD7 DEFW rock 3: rock
6BD9 DEFW gargoyle 4: gargoyle
6BDB DEFW spike 5: spikes
6BDD DEFW chest 6: chest
6BDF DEFW table 7: table
6BE1 DEFW guard_ew 8: guard (type $96)
6BE3 DEFW ghost 9: ghost
6BE5 DEFW fire_ns 10: fire (type $B5)
6BE7 DEFW block_high 11: raised block
6BE9 DEFW ball_ud_xy 12: ball (half a cell along x and y)
6BEB DEFW guard_square 13: guard (type $1E)
6BED DEFW block_ew 14: block (type $36)
6BEF DEFW block_ns 15: block (type $37)
6BF1 DEFW moveable_block 16: block (type $3E)
6BF3 DEFW spike_high 17: raised spikes
6BF5 DEFW spike_ball_fall 18: spiked ball
6BF7 DEFW spike_ball_high_fall 19: raised spiked ball
6BF9 DEFW fire_ew 20: fire (type $56)
6BFB DEFW dropping_block 21: block (type $5B)
6BFD DEFW collapsing_block 22: block (type $8F)
6BFF DEFW ball_bounce 23: ball (type $B6)
6C01 DEFW ball_ud 24: ball
6C03 DEFW repel_spell 25: sparkle (type $A4)
6C05 DEFW portcullis_along_x 26: portcullis along x
6C07 DEFW portcullis_along_y 27: portcullis along y
6C09 DEFW ball_ud_x 28: ball (half a cell along x)
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