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9690: Entities
The entities, which are the robot, the shots, the enemies, the program packet and the clouds. Each is 10 bytes long. The entity is not in use if its type is zero.
Byte What it holds
00 Sprite type. Bit 7 flips it. Bits 0 and 1 pick the frame.
01 Fraction of the horizontal position.
02 Horizontal cell.
03 Fraction of the vertical position.
04 Vertical cell.
05 Type it becomes after materialising.
06 Robot wait timer, or the robot's speed.
07 Direction in the low two bits, or a shot's range.
08 Item an enemy is carrying.
09 Time a destroyer has left.
0A-0D Left unused by the handlers.
0E Program packet state: low four bits count, bit 7 destroyed.
0F Bit 0 set while the entity is visible.
Entity 00 is the robot, entities 01 to 03 are the shots, entities 04 to 09 are the enemies, entities 0A to 0D are the destroyers, entity 0E is the program packet and entities 0F to 12 are not used. The templates for the cells of the map come after them, and the last two entities are the clouds.
Entities 9690 DEFS $10
ShotEntities 96A0 DEFS $10
96B0 DEFS $10
96C0 DEFS $10
EnemyEntities 96D0 DEFS $10
96E0 DEFS $10
96F0 DEFS $10
9700 DEFS $10
9710 DEFS $10
9720 DEFS $10
DestroyerEntities 9730 DEFS $10
9740 DEFS $10
9750 DEFS $10
9760 DEFS $10
ProgramPacketEntity 9770 DEFS $10
9780 DEFS $10
9790 DEFS $10
97A0 DEFS $10
97B0 DEFS $10
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