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Data |
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The sixteen places of the extra lives, with three bytes for each: the room x, the room y and the collected flag. The flag is set to 01 by Collect_Extra_Life when Sabreman picks up the extra life and is cleared at the start of a game by Clear_Collected_Flags. Place_Special_Object looks for the room of Sabreman in this table.
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| Extra_Life_Table | EDC4 | DEFB $0A,$0B | The room x and room y of the first extra life. | |
| Extra_Life_Table_First_Flag | EDC6 | DEFB $00 | The collected flag of the first extra life. | |
| EDC7 | DEFB $0D,$0E,$00 | The other fifteen extra lives. | ||
| EDCA | DEFB $02,$0F,$00 | |||
| EDCD | DEFB $07,$11,$00 | |||
| EDD0 | DEFB $02,$0B,$00 | |||
| EDD3 | DEFB $02,$05,$00 | |||
| EDD6 | DEFB $08,$05,$00 | |||
| EDD9 | DEFB $0E,$03,$00 | |||
| EDDC | DEFB $06,$16,$00 | |||
| EDDF | DEFB $05,$1F,$00 | |||
| EDE2 | DEFB $0C,$1A,$00 | |||
| EDE5 | DEFB $02,$19,$00 | |||
| EDE8 | DEFB $09,$12,$00 | |||
| EDEB | DEFB $02,$15,$00 | |||
| EDEE | DEFB $0D,$14,$00 | |||
| EDF1 | DEFB $0B,$0B,$00 | |||
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