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C3FF: The player, as he came into this room
His two records, legs and body, 64 bytes, which RESTART_PLAYER copies over OBJECTS at the start of every life. Each time he goes through a doorway, EXIT_LOW_U and its neighbours copy his records here as he comes into the new room, so a life starts at the doorway he came in by; a new game puts the start of the legs' record back from PLAYER_START, and CHOOSE_START sets the room. What is kept is the exit marker, not a position: after an exit it held the new room with V $FF, so a restart runs the arrival code again (measured).
PLAYER_TEMPLATE C3FF DEFB $20 The legs: graphic 32; U, V, Z; half-sizes 5 and 5, height 23; flags $5C
C400 DEFB $80,$80,$80
C403 DEFB $05,$05,$17
C406 DEFB $5C
START_ROOM C407 DEFB $62 The room
C408 DEFB $00,$00,$00,$00,$00,$00,$00,$00 The rest of the legs' record: zero
C410 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C418 DEFB $00,$00,$00,$00,$00,$00,$00 The body's record starts at the last byte: graphic 40
C41F DEFB $28
C420 DEFB $80,$80,$8C U and V 128, Z 140 (12 higher than the legs); half-sizes 5, 5 and 0; flags $5E, as the legs' and out of collisions (bit 1); room 1, which nothing reads -- PLAYER_TOP copies the legs' position into the body every turn
C423 DEFB $05,$05,$00
C426 DEFB $5E
C427 DEFB $01
C428 DEFB $00,$00,$00,$00,$00,$00,$00,$00 The rest of the body's record: zero
C430 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C438 DEFB $00,$00,$00,$00,$00,$00,$00
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