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6000: Entity List
Start of the entity list in RAM. The playfield write pointer at Playfield_Entity_List_Pointer is reset to this address before the main game loop, and the entity processing routines walk forward from here each frame.
Entity_List 6000 DEFB $00,$00,$00,$00,$00,$00,$00,$00
6008 DEFB $00,$00,$00,$00,$00,$00,$00,$00
6010 DEFB $00,$00,$00,$00,$00,$00,$00,$00
6018 DEFB $00,$00,$00,$00,$00,$00,$00,$00
6020 DEFB $00,$00,$00,$00,$00,$00,$00,$00
6028 DEFB $00,$00,$00,$00,$00,$00,$00,$00
6030 DEFB $00,$00,$00,$00,$00,$00,$00,$00
6038 DEFB $00,$00,$00,$00,$00,$00,$00,$00
6040 DEFB $00,$00,$00,$00,$00,$00,$00,$00
6048 DEFB $00,$00,$00,$00,$00,$00,$00,$00
6050 DEFB $00,$00,$00,$00,$00,$00,$00,$00
6058 DEFB $00,$00,$00,$00,$00,$00,$00,$00
6060 DEFB $00,$00,$00,$00,$00,$00,$00,$00
6068 DEFB $00,$00,$00,$00,$00,$00,$00,$00
6070 DEFB $00,$00,$00,$00,$00,$00,$00,$00
6078 DEFB $00,$00,$00,$00,$00,$00,$00,$00
6080 DEFB $00,$00,$00,$00,$00,$00,$00,$00
6088 DEFB $00,$00,$00,$00,$00,$00,$00,$00
6090 DEFB $00,$00,$00,$00,$00,$00,$00,$00
6098 DEFB $00,$00,$00,$00,$00,$00,$00,$00
60A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
60A8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
60B0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
60B8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
60C0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
60C8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
60D0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
60D8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
60E0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
60E8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
60F0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
60F8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
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