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E5C4: The screen buffer: the play area's pixels
24 bytes by 112 lines, running on through LOADER_LEFTOVER and BUFFER_REST to the attribute buffer (ATTR_BUFFER). The town and the objects are drawn into it each turn (PUT_TILE, DRAW_SPRITE), and at the end of the turn it is copied to the screen (COPY_BUFFER) and cleared (SHOW_PLAY_AREA). Row 0 is the play area's bottom line, y 72, since the game's y counts upwards; only bytes 2 to 23 of each row are shown, in columns 7 to 28 of the screen, the first two being a margin that sprites at the left edge are drawn into unseen.
These first 60 bytes are the end of the game block as the loader moved it (LOADER): zeros, loaded with the game but never anything but the buffer's.
BUFFER E5C4 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
E5D0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
E5DC DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
E5E8 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
E5F4 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
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