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D001: Data: Lizzy
Lizzy_State D001 DEFB $00 Relates to: JumpTable_Pointer.
Byte Meaning
05 Waiting
08 Falling
1A Grabbing
1B Eating
21 Transform Explosion
22 Turn Into Human
23 Exit Stage Right
FF Game Over
D002 DEFB $00 Relates to: D245.
Lizzy_Climbing D003 DEFB $00 Relates to: Flag_MonsterClimbing.
Byte Meaning
00 Not Climbing
01 Climbing
Lizzy_Direction D004 DEFB $00 Relates to: Flag_Orientation.
Byte Meaning
00 Left-to-Right
01 Right-to-Left
Lizzy_Jumping D005 DEFB $00 Relates to: Flag_MonsterJumping.
Byte Meaning
00 Not Jumping
01 Jumping
Lizzy_IdleCountdown D006 DEFB $14 Relates to: Active_MonsterIdleCountdown.
Lizzy_AboutToFallCountdown D007 DEFB $03 Relates to: Active_MonsterAboutToFallCountdown.
Lizzy_Countdown D008 DEFB $19 Relates to: Active_MonsterActionCountdown.
D009 DEFB $00 Relates to: D24C.
Lizzy_X_Position D00A DEFB $02 Relates to: Active_MonsterXPosition.
Lizzy_Y_Position D00B DEFB $12 Relates to: Active_MonsterYPosition.
D00C DEFB $01 Relates to: D24F.
Lizzy_Energy D00D DEFB $40 Relates to: Active_MonsterEnergy.
When monster frames are drawn, this is used with an OR to set a bit which changes the sprite to the appropriate character. See MonsterSpriteModifier.
Lizzy_Sprite_Offset D00E DEFB $40 For Lizzy bit 6 is set: 01000000.
Lizzy_Control_Type D00F DEFB $00
Byte Meaning
00 Computer Controlled
01 Sinclair Interface 2 (port 2)
02 Sinclair Interface 2 (port 1)
03 Kempston Joystick
04 Keyboard (set 1)
05 Keyboard (set 2)
06 Keyboard (set 3
FF Not set
D010 DEFW $D012
D012 DEFB $01,$02,$02
D015 DEFB $12,$02,$02
D018 DEFB $41,$45,$00
D01B DEFB $00,$04,$02
D01E DEFB $02,$12,$02
D021 DEFB $02,$49,$47
D024 DEFB $00,$00,$08
D027 DEFB $02,$02,$12
D02A DEFB $02,$02,$47
D02D DEFB $49,$00,$00
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