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Game status buffer | 
| Address | Length | Description | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 6500 | 768 | 
 
TODO: Seems to be larger than this single block. Maybe also 6200 as well, will test.
 
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| 6800 | 768 | 
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| 6B00 | 6912 | 
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| C1A1 | 1294 | 
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| 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.
 
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| CFD2 | 47 | 
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| D001 | 47 | 
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| D030 | 47 | 
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| 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.
 
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| D211 | 1 | 
 
Used by the routines at Handler_SpawnHumans and FindScene.
 
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| D212 | 1 | 
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| 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.
 
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| D217 | 1 | 
 
TODO; bit pattern is maybe different to the control pattern.
 
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| D218 | 2 | 
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| D21A | 4 | 
 
Counts up while the game plays, used as a random number generator (as it's never reset).
 
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| D21E | 2 | 
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| D220 | 2 | 
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| D222 | 2 | 
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| D224 | 2 | 
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| D226 | 1 | 
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| D227 | 6 | 
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| D22D | 6 | 
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| D233 | 6 | 
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| D23E | 3 | 
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| D241 | 3 | 
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| D244 | 1 | 
 
See Action_JumpTable.
 
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| D245 | 1 | 
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| D246 | 1 | 
 
Relates to:   
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| D247 | 1 | 
 
Relates to:   
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| D248 | 1 | 
 
Relates to:   
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| D249 | 1 | 
 
Used by the routines at Handler_Controls, Animate_TransformExplosion, Animate_TurnIntoHuman and Animate_ExitStageRight.
 
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| D24A | 1 | 
 
Used by the routine at Action_Falling.
 
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| D24B | 1 | 
 
Relates to: 
 
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| D24C | 1 | 
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| D24D | 2 | |||||||||||||
| D24F | 1 | 
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| D250 | 1 | 
 
Seem to be unused. Relates to: 
 
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| 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.  
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| D252 | 1 | 
 
ID: 0E. See ChangeControls, relates to: 
 
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| D253 | 2 | 
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| D255 | 64 | 
 
See Handler_Humans.
 
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| D295 | 18 | 
 
See Handler_Helicopters.
 
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| D2A7 | 24 | 
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| D2BF | 78 | 
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| D30D | 18 | 
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| D39F | 84 | 
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| D3F3 | 1 | 
 
Number of buildings remaining standing on the current level.
 
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| D3F4 | 1 | 
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| D3F5 | 1 | 
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| D3F6 | 1 | 
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| D3F8 | 1 | 
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| D3FA | 1 | 
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| D3FD | 1 | 
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| D3FE | 1 | 
 
Is it carpet? Awning? Unsure...  
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| D3FF | 1 | 
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| D400 | 1 | 
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| D401 | 4 | 
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| D405 | 3 | 
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| DF44 | 1 | 
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| DF45 | 1 | 
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| FB4E | 10 | 
 
Used by the routines at ChangeControls and UserDefinedKeys.
 
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| FB58 | 2 | 
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| FB5A | 1 | 
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| FEDF | 33 | 
 
See Print_Ticker.
 
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