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97C0: Cell Templates
The templates for the cells of the map, which are used to draw them in the same way as entities. Each is 10 bytes long, and they are for the cell types 01 to 0F. The first byte of each is the sprite type, and bytes 01 and 03 are offsets for its position, which are all zero. The handler for that sprite type runs on the template, which is how a program and an activated terminal animate.
Cell Sprite Drawn as
01 4C Hazard
02 74 Installed program
03 06 Battery
04 5D Sector wall along Y
05 5C Sector wall along X
06 5E Dropped program
07 4D Hazard
08 4E Transmitter
09 68 Terminal
0A 5B Wall along Y
0B 5A Wall along X
0C 6B Wall corner
0D 6A Wall post
0E 70 Activated terminal
0F 69 Socket
CellTemplates 97C0 DEFB $4C,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
97D0 DEFB $74,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
97E0 DEFB $06,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
97F0 DEFB $5D,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
9800 DEFB $5C,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
9810 DEFB $5E,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
9820 DEFB $4D,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
9830 DEFB $4E,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
9840 DEFB $68,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
9850 DEFB $5B,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
9860 DEFB $5A,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
9870 DEFB $6B,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
9880 DEFB $6A,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
9890 DEFB $70,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
98A0 DEFB $69,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
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