|  | Game status buffer | 
| Address | Length | Description | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 6500 | 768 | 
TODO: Seems to be larger than this single block. Maybe also 6200 as well, will test.
 | ||||||||||||
| 6800 | 768 |  | ||||||||||||
| 6B00 | 6912 |  | ||||||||||||
| C1A1 | 1294 |  | ||||||||||||
| C850 | 30 | 
Note although there are 3 "sets" - it doesn't always follow that the monster IDs correlate with the set IDs.
 
For instance; if George and Lizzy are computer controlled and Ralph uses the keyboard - he will use set 1. The sets are assigned sequentially to being assigned to a player.
 | ||||||||||||
| CFD2 | 47 |  | ||||||||||||
| D001 | 47 |  | ||||||||||||
| D030 | 47 |  | ||||||||||||
| D210 | 1 | 
Defaults to 80 (see DEC9) is used for limiting the generation of humans. Humans are only generated when a generated random number between 00-FF is below the number set here.
 | ||||||||||||
| D211 | 1 | 
Used by the routines at Handler_SpawnHumans and FindScene.
 | ||||||||||||
| D212 | 1 |  | ||||||||||||
| D216 | 1 | 
After all the buildings have collapsed, the game doesn't instantly end the level. This countdown is reduced and the level ends only when it reaches zero.
 | ||||||||||||
| D217 | 1 | 
TODO; bit pattern is maybe different to the control pattern.
 | ||||||||||||
| D218 | 2 |  | ||||||||||||
| D21A | 4 | 
Counts up while the game plays, used as a random number generator (as it's never reset).
 | ||||||||||||
| D21E | 2 |  | ||||||||||||
| D220 | 2 |  | ||||||||||||
| D222 | 2 |  | ||||||||||||
| D224 | 2 |  | ||||||||||||
| D226 | 1 |  | ||||||||||||
| D227 | 6 |  | ||||||||||||
| D22D | 6 |  | ||||||||||||
| D233 | 6 |  | ||||||||||||
| D23E | 3 |  | ||||||||||||
| D241 | 3 |  | ||||||||||||
| D244 | 1 | 
See Action_JumpTable.
 | ||||||||||||
| D245 | 1 |  | ||||||||||||
| D246 | 1 | 
Relates to:   
 | ||||||||||||
| D247 | 1 | 
Relates to:   
 | ||||||||||||
| D248 | 1 | 
Relates to:   
 | ||||||||||||
| D249 | 1 | 
Used by the routines at Handler_Controls, Animate_TransformExplosion, Animate_TurnIntoHuman and Animate_ExitStageRight.
 | ||||||||||||
| D24A | 1 | 
Used by the routine at Action_Falling.
 | ||||||||||||
| D24B | 1 | 
Relates to: 
 | ||||||||||||
| D24C | 1 |  | ||||||||||||
| D24D | 2 | |||||||||||||
| D24F | 1 |  | ||||||||||||
| D250 | 1 | 
Seem to be unused. Relates to: 
 | ||||||||||||
| D251 | 1 | 
When monster frames are drawn, this is used with an OR to set a bit which changes the sprite to the appropriate character. See DrawMonsterSprite.  
 | ||||||||||||
| D252 | 1 | 
ID: 0E. See ChangeControls, relates to: 
 | ||||||||||||
| D253 | 2 |  | ||||||||||||
| D255 | 64 | 
See Handler_Humans.
 | ||||||||||||
| D295 | 18 | 
See Handler_Helicopters.
 | ||||||||||||
| D2A7 | 24 |  | ||||||||||||
| D2BF | 78 |  | ||||||||||||
| D30D | 18 |  | ||||||||||||
| D39F | 84 |  | ||||||||||||
| D3F3 | 1 | 
Number of buildings remaining standing on the current level.
 | ||||||||||||
| D3F4 | 1 |  | ||||||||||||
| D3F5 | 1 |  | ||||||||||||
| D3F6 | 1 |  | ||||||||||||
| D3F8 | 1 |  | ||||||||||||
| D3FA | 1 |  | ||||||||||||
| D3FD | 1 | 
 | ||||||||||||
| D3FE | 1 | 
Is it carpet? Awning? Unsure...  
 | ||||||||||||
| D3FF | 1 |  | ||||||||||||
| D400 | 1 |  | ||||||||||||
| D401 | 4 |  | ||||||||||||
| D405 | 3 |  | ||||||||||||
| DF44 | 1 |  | ||||||||||||
| DF45 | 1 |  | ||||||||||||
| FB4E | 10 | 
Used by the routines at ChangeControls and UserDefinedKeys.
 | ||||||||||||
| FB58 | 2 |  | ||||||||||||
| FB5A | 1 |  | ||||||||||||
| FEDF | 33 | 
See Print_Ticker.
 |