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5C08: Objects Table
The table of the objects in the room, with 20 bytes for each of up to 28 objects. The last object in the table has its final eight bytes in the same place as the code of GameEntry, which is not needed once the game has started. The table is cleared at the start of the game, and the room objects are built by RetrieveRoom. The first two objects are the two halves of the player, the next two are the objects that the player can pick up in the room, and after those are the objects that make up the room. The bytes of an object are:
Byte Contents
00 The graphic number (00 if there is no object)
01-03 The X, Y and Z coordinates
04-06 The width, depth and height
07 The flags: bit 0 is set near an arch, bit 1 if the object is ignored, bit 2 if it can be moved, bit 4 to draw it, bit 5 to wipe it, bit 6 to flip it from left to right and bit 7 to flip it upside down
08 The number of the room
09-0B The speeds in the X, Y and Z directions
0C Bits 0-2 are set if the object is blocked in the X, Y and Z directions, bit 3 if it is jumping, and bits 4-7 count while it is entering the room
0D Bit 7 is set if the object destroys what it hits, bit 5 if it is destroyed by what hits it, bit 6 if it has been destroyed and bit 3 if something stands on it
0E-0F The speed of the object in the X and Y direction as changed by an arch
10-11 The graphic to use while the player appears, or the address of the object in the table of special objects
12-13 The adjustments to the pixel X and Y coordinates of the sprite
18-19 The width in bytes and the height in lines of the sprite
1A-1B The pixel X and Y coordinates of the sprite
1C-1F The width, height, pixel X and pixel Y coordinates that the sprite had when it was last drawn
ObjectsTable 5C08 DEFS $20 The bottom half of the player.
5C28 DEFS $20 The top half of the player.
ObjectsTable_FirstSpecial 5C48 DEFS $20 The first special object of the room.
ObjectsTable_SecondSpecial 5C68 DEFS $20 The second special object of the room.
ObjectsTable_RoomObjects 5C88 DEFS $20 The objects of the room, which are built from the room data.
5CA8 DEFS $20
5CC8 DEFS $20
5CE8 DEFS $20
5D08 DEFS $20
5D28 DEFS $20
5D48 DEFS $20
5D68 DEFS $20
5D88 DEFS $20
5DA8 DEFS $20
5DC8 DEFS $20
5DE8 DEFS $20
5E08 DEFS $20
5E28 DEFS $20
5E48 DEFS $20
5E68 DEFS $20
5E88 DEFS $20
5EA8 DEFS $20
5EC8 DEFS $20
5EE8 DEFS $20
5F08 DEFS $20
5F28 DEFS $20
5F48 DEFS $20
5F68 DEFS $20
5F88 DEFS $20
5FA8 DEFS $20
5FC8 DEFS $20
5FE8 DEFS $20
6008 DEFS $20
6028 DEFS $20
6048 DEFS $20
6068 DEFS $20
6088 DEFS $20
60A8 DEFS $20
60C8 DEFS $20
60E8 DEFS $18 The first part of the last object in the table.
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