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CC36: The knight's two records at a new life
Copied over the first two object records by NEW_LIFE. The game writes his cell here: a random one at a new game (RANDOM_START_CELL), and the one he died in at a death (WANDERING_MONSTER).
He starts in the middle of the cell, U and V's low bytes 128. At a new game NEW_GAME turns him to face $40 (START_FACING) and RANDOM_START_CELL writes a random cell; at a death WANDERING_MONSTER writes the cell he died in and the facing and flags he had, so the next life starts where the last ended. The top's position is left at 0 here and set by its own update.
START_RECORDS CC36 DEFB $18 Legs+0 graphic: 24
START_U_LOW CC37 DEFB $80 Legs+1 U, low byte: 128
START_U_CELL CC38 DEFB $00 Legs+2 U, high byte (the cell): 0
START_V_LOW CC39 DEFB $80 Legs+3 V, low byte: 128
START_V_CELL CC3A DEFB $00 Legs+4 V, high byte (the cell): 0
CC3B DEFB $00 Legs+5 speed: 0
START_FACING CC3C DEFB $40 Legs+6 facing and turn count: 64
START_FLAGS CC3D DEFB $00 Legs+7 flags: 0
CC3E DEFB $10 Legs+8 half-size in U: 16
CC3F DEFB $10 Legs+9 half-size in V: 16
CC40 DEFB $00 Legs+A step in U: 0
CC41 DEFB $00 Legs+B step in V: 0
CC42 DEFB $F4 Legs+C drawing offset x: 244
CC43 DEFB $02 Legs+D drawing offset y: 2
CC44 DEFB $00 Legs+E screen x: 0
CC45 DEFB $00 Legs+F screen y: 0
CC46 DEFB $20 Top+0 graphic: 32
CC47 DEFB $00 Top+1 U, low byte: 0
CC48 DEFB $00 Top+2 U, high byte (the cell): 0
CC49 DEFB $00 Top+3 V, low byte: 0
CC4A DEFB $00 Top+4 V, high byte (the cell): 0
CC4B DEFB $00 Top+5 speed: 0
CC4C DEFB $00 Top+6 facing and turn count: 0
CC4D DEFB $00 Top+7 flags: 0
CC4E DEFB $10 Top+8 half-size in U: 16
CC4F DEFB $10 Top+9 half-size in V: 16
CC50 DEFB $00 Top+A step in U: 0
CC51 DEFB $00 Top+B step in V: 0
CC52 DEFB $F4 Top+C drawing offset x: 244
CC53 DEFB $0D Top+D drawing offset y: 13
CC54 DEFB $00 Top+E screen x: 0
CC55 DEFB $00 Top+F screen y: 0
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