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5C94: Map Table
One byte for each of the 0122 objects that are placed on the map, in the order of the table at TerrainData. The bottom six bits are the kind of object (see ObjectKinds). Bit 7 is set once player one has destroyed the object and bit 6 once player two has, so that AddMapObjects does not put it back. PlayLife changes the code that tests and sets the bit to suit the current player. MaskMapTable masks all of the bytes with a value that depends on the number of players.
MapTable 5C94 DEFB $06,$08,$02,$0D,$0F,$07,$03,$0E,$10,$0A,$02,$05,$01,$04,$06,$00,$10,$02,$05,$0B,$07,$04,$0E,$0F
5CAC DEFB $04,$0B,$06,$05,$0D,$10,$10,$0F,$03,$05,$10,$08,$01,$05,$07,$02,$06,$0A,$0F,$01,$02,$0A,$0E,$04
5CC4 DEFB $04,$0E,$0C,$0E,$07,$04,$01,$08,$0B,$06,$05,$02,$09,$0B,$04,$02,$05,$0D,$08,$04,$06,$02,$05,$0D
5CDC DEFB $0F,$04,$04,$07,$01,$0F,$02,$0D,$10,$07,$03,$0C,$06,$0E,$02,$00,$0D,$0F,$08,$05,$0C,$07,$09,$08
5CF4 DEFB $0D,$0B,$0F,$0E,$00,$06,$01,$05,$0F,$0F,$02,$0A,$04,$04,$01,$0E,$0D,$00,$07,$0F,$02,$03,$04,$06
5D0C DEFB $0A,$02,$04,$05,$08,$0B,$0B,$02,$04,$0D,$02,$0A,$05,$0F,$02,$07,$05,$0E,$02,$0B,$02,$0F,$02,$06
5D24 DEFB $04,$05,$04,$04,$06,$02,$09,$0C,$0B,$01,$02,$0C,$04,$0F,$03,$0E,$09,$07,$0F,$0E,$04,$0E,$05,$05
5D3C DEFB $00,$0F,$10,$06,$10,$0B,$05,$04,$02,$04,$0D,$10,$0B,$07,$02,$04,$0D,$04,$07,$00,$0A,$0B,$00,$0D
5D54 DEFB $0A,$04,$0C,$0D,$04,$08,$06,$02,$01,$08,$05,$0D,$0D,$06,$04,$0B,$05,$04,$04,$02,$0E,$0E,$04,$05
5D6C DEFB $10,$04,$04,$02,$04,$05,$0A,$07,$04,$04,$0F,$04,$00,$09,$0F,$0C,$02,$06,$04,$0F,$0E,$04,$0D,$0C
5D84 DEFB $07,$0F,$0D,$0D,$04,$0E,$10,$04,$04,$10,$10,$0B,$06,$06,$00,$0D,$07,$02,$0E,$10,$04,$0D,$05,$07
5D9C DEFB $04,$02,$10,$0D,$04,$0E,$06,$03,$05,$0C,$0D,$04,$02,$07,$04,$00,$02,$02,$00,$0C,$07,$04,$00,$04
5DB4 DEFB $02,$0A
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