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48270: Object Table
The table of objects, which holds everything that moves in the village. There are 23 objects of 16 bytes each, and MainLoop updates them in turn.
The type of an object chooses the routine that updates it (see ObjectHandlerTable) and the sprite that draws it (see SpriteTable). An object of type 0 is not in use.
Byte Contents
0 Type
1 Position along the X axis within the cell
2 Column of the cell
3 Position along the Y axis within the cell
4 Row of the cell
5 Speed (or the kind of tile, for an item)
6 Direction (bits 6 and 7) and timer (bits 0 to 5)
7 Flags
8 Half of the width
9 Half of the depth
10 Velocity along the X axis
11 Velocity along the Y axis
12 Offset of the sprite along the X axis
13 Offset of the sprite along the Y axis
14 Screen position of the sprite, low byte
15 Screen position of the sprite, high byte
The flags are bit 0 (the object has hit something), bit 1 (the object has been drawn), bit 5 (the object chases the player) and bits 6 and 7 (the sprite is to be turned round and upside down, see FlipSprite).
ObjectTable 48270 DEFB 252,15,5,255,245,255,246,15,7,255,101,230,224,15,6,255 The legs of the player.
48286 DEFB 173,224,192,7,2,255,221,192,128,7,2,255,237,192,128,7 The body of the player.
ObjectTable_Shots 48302 DEFB 2,255,245,224,192,7,2,255,251,224,192,7,2,255,253,224 The first of the two shots.
48318 DEFB 192,7,2,255,254,224,192,15,6,255,255,240,224,15,6,255 The second of the two shots.
ObjectTable_Items 48334 DEFB 255,240,224,15,6,255,67,240,224,15,7,255,187,240,224,31 Item or fragment 1 of 4.
48350 DEFB 15,255,255,224,192,31,15,255,223,192,128,31,15,255,143,128 Item or fragment 2 of 4.
48366 DEFB 0,15,7,255,3,192,128,7,1,255,3,192,128,3,1,255 Item or fragment 3 of 4.
48382 DEFB 11,192,128,3,1,255,91,192,128,3,1,255,99,224,192,3 Item or fragment 4 of 4.
ObjectTable_Bonus 48398 DEFB 1,255,3,224,192,1,0,255,199,224,192,0,0,255,63,240 The bonus.
ObjectTable_MonsterItems 48414 DEFB 224,0,0,63,1,248,240,0,0,1,0,248,112,0,0,0 The item that monster 1 needs.
48430 DEFB 0,112,0,3,34,99,0,248,0,0,0,255,99,255,208,0 The item that monster 2 needs.
48446 DEFB 0,127,60,255,237,192,0,63,31,255,109,240,192,31,7,255 The item that monster 3 needs.
48462 DEFB 182,248,208,7,3,255,214,252,184,3,1,255,218,254,188,3 The item that monster 4 needs.
ObjectTable_Monsters 48478 DEFB 1,255,235,252,184,3,1,255,239,248,240,1,0,255,239,248 Monster 1.
48494 DEFB 240,1,0,255,255,248,240,1,0,255,255,248,240,0,0,255 Monster 2.
48510 DEFB 127,240,224,0,0,255,127,224,192,0,0,255,127,224,192,0 Monster 3.
48526 DEFB 0,255,127,240,224,1,0,255,223,240,224,1,0,255,223,240 Monster 4.
ObjectTable_Transient 48542 DEFB 224,1,0,255,223,248,240,3,1,255,223,248,240,3,1,255 Short-lived object 1 of 6.
48558 DEFB 191,248,240,3,1,255,191,248,240,3,1,255,191,240,224,1 Short-lived object 2 of 6.
48574 DEFB 0,255,255,224,128,0,0,255,127,224,192,1,0,255,255,240 Short-lived object 3 of 6.
48590 DEFB 224,7,1,255,255,240,224,31,7,255,255,248,240,63,31,255 Short-lived object 4 of 6.
48606 DEFB 255,248,240,31,15,255,255,248,240,15,3,255,255,240,224,3 Short-lived object 5 of 6.
48622 DEFB 0,255,127,224,192,0,0,127,7,192,128,0,0,7,0,128 Short-lived object 6 of 6.
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