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5CB0: The dispatcher's jump
Used by the routine at DISPATCH.
The system variable NMIADD, which the tape loaded with this one byte, JP (HL): the second protection check. DISPATCH ends with a jump here, so every object's update routine (UPDATES), and the routines of the five smaller tables (MONSTER_HIT_TABLE among them), are reached through it. Without the tape's byte the jump would run the system variables' own bytes as code, and the game would crash at its first update (read, not run; a copy loaded without the small blocks is stopped earlier anyway, by START). The game's stack, which leaks two bytes at each game over, reaches this byte after 156 of them and overwrites it (see START).
NMIADD 5CB0 JP (HL) on to the routine the table gave
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