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Game status buffer | 
| Address | Length | Description | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 5CB1 | 335 | 
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| 5E00 | 3 | 
 
3-byte representation of the score.
 
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| 5E03 | 1 | 
 
Holds the number of players and the chosen control method.  
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| 5E04 | 1 | 
 
Either 00 or 01.
 
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| 5E05 | 3 | 
 
3-byte representation of the score.
 
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| 5E08 | 3 | 
 
3-byte representation of the score.
 
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| 5E0B | 11 | 
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| 5E16 | 1 | 
 
Values are 00 (no bug update?) up to the max number of bugs: 01 to 06. Used by all bug update routines and in a few other places.
 
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| 5E17 | 2 | 
 
16-bit counter starting at 0x0000 and counting +1 (each time a sprite is moved or redrawn), although sometimes it will increment + 02. This continues until the whole game is over - for both 1 and 2 player games. Counter loops around after reaching FFFF.
 
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| 5E19 | 5 | 
 
Value is calculated using the 16-bit game timer LSB value, which is used to fetch a byte from the ROM (between addresses 00 and FF), then by adding the current R.
 
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| 5E1E | 1 | 
 
Either 00 for 1UP or FF for 2UP.
 
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| 5E1F | 1 | 
 
Holds a copy of the last FRAMES counter.
 
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| 5E20 | 1 | 
 
Has the frame been updated? 00=No 01=Yes.
 
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| 5E21 | 1 | 
 
Current menu item colour attribute.
 
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| 5E22 | 1 | 
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| 5E23 | 20 | 
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| 5E37 | 1 | 
 
Note that level 1 is 00.
 
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| 5E38 | 1 | 
 
The currently active players remaining lives.
 
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| 5E39 | 1 | 
 
Note that level 1 is 00.
 
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| 5E3A | 1 | 
 
The inactive players remaining lives.
 
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| 5E3B | 1 | 
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| 5E3C | 8 | 
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| 5E44 | 40 | 
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| 5E6C | 8 | 
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| 5E74 | 3 | 
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| 5E77 | 21 | 
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| 5E8C | 8 | 
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| 5E94 | 32 | 
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| 5EB4 | 65 | 
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| 5F1E | 8 | 
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| 5F26 | 8 | 
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| 5F2E | 10 | 
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| 5F38 | 8 | 
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