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EDC4: Extra Life Table
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.
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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