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36602: Object Records
Nineteen records of 16 bytes each. Run_Game works through them one by one, using byte 0 of each record (the type of the object, which is also its sprite id) as an index into the handler table at Object_Handler_Table. A type of 0 marks a record that is not in use.
The first two records are the weapons that Sabreman throws. They are handled only as priority records (see Finish_Object_Pass). The third record is Sabreman. Reset_Sabreman fills it in using the template at Sabreman_Template.
Some of the other records have fixed uses: the fourth is the rope (type 23 which Set_Up_Rope sets up when the room has a rope) and the fifth is a falling stalactite (see Spawn_Falling_Stalactite).
Byte Contents
0 Type of the object (the sprite id)
1 X position
2 Room x
3 Y position
4 Room y
5 Attribute
6-15 Used differently by each type of handler
Most handlers use bit 0 of byte 15 (or of byte 7) as a flag to say that the sprite has no old image to erase (see Update_Object_Sprite). Byte 9 is often a vertical speed and bytes 10 and 13 are often the fractions of the x and y positions.
Object_Records 36602 DEFB 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 Record 0: the first thrown weapon.
First_Weapon_Redraw_Flags 36617 DEFB 0 Record 0: the redraw flags.
Second_Weapon_Record 36618 DEFB 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 Record 1: the second thrown weapon.
Sabreman_Record 36634 DEFB 0 Record 2: the sprite id of Sabreman.
Sabreman_X_Position 36635 DEFB 0 The x position of Sabreman.
Sabreman_Room_X 36636 DEFB 0 The room x of Sabreman.
Sabreman_Y_Position 36637 DEFB 0 The y position of Sabreman.
Sabreman_Room_Y 36638 DEFB 0 The room y of Sabreman.
Sabreman_Attribute 36639 DEFB 0 The attribute of Sabreman.
Sabreman_X_Velocity 36640 DEFB 0 The x velocity of Sabreman.
36641 DEFB 0 Byte 7.
Sabreman_Carried_X_Position 36642 DEFB 0 Byte 8 where an eagle puts the x position of Sabreman.
Sabreman_Carried_Y_Position 36643 DEFB 0 Byte 9 where an eagle puts the y position of Sabreman.
36644 DEFB 0 Byte 10.
Sabreman_Contact_Flags 36645 DEFB 0 The contact flags of Sabreman.
36646 DEFB 0,0,0 Bytes 12 to 14.
Sabreman_Redraw_Flags 36649 DEFB 0 The redraw flags of Sabreman.
Rope_Record 36650 DEFB 0,0,0,0,0,0 Record 3: the rope.
Rope_X_Velocity 36656 DEFB 0 The x velocity of the rope.
36657 DEFB 0,0,0,0,0,0,0,0 Bytes 7 to 14.
Rope_Redraw_Flags 36665 DEFB 0 The redraw flags of the rope.
Falling_Stalactite_Record 36666 DEFB 0 Record 4: the type of the falling stalactite.
Falling_Stalactite_X_Position 36667 DEFB 0 The x position of the stalactite.
Falling_Stalactite_Room_X 36668 DEFB 0 The room x of the stalactite.
Falling_Stalactite_Y_Position 36669 DEFB 0 The y position of the stalactite.
Falling_Stalactite_Room_Y 36670 DEFB 0 The room y of the stalactite.
36671 DEFB 0,0,0,0 Bytes 5 to 8.
Falling_Stalactite_Y_Velocity 36675 DEFB 0 The y velocity of the stalactite.
36676 DEFB 0,0,0,0,0 Bytes 10 to 14.
Falling_Stalactite_Redraw_Flags 36681 DEFB 0 The redraw flags of the stalactite.
Dust_Record 36682 DEFB 0,0,0,0,0,0,0,0 Record 5: the puff of dust.
Dust_Counter 36690 DEFB 0 The counter of the puff of dust.
36691 DEFB 0,0,0,0,0,0 Bytes 9 to 14.
Dust_Redraw_Flags 36697 DEFB 0 The redraw flags of the puff of dust.
First_Bubble_Record 36698 DEFB 0,0,0 Records 6 to 9: the four bubbles. This is the first.
First_Bubble_Y_Position 36701 DEFB 0 The y position of the first bubble.
36702 DEFB 0 The room y of the first bubble.
First_Bubble_Attribute 36703 DEFB 0 The attribute of the first bubble.
36704 DEFB 0,0,0,0,0,0,0,0,0 Bytes 6 to 14.
First_Bubble_Redraw_Flags 36713 DEFB 0 The redraw flags of the first bubble.
36714 DEFB 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 Record 7: the second bubble.
Object_Record_8 36730 DEFB 0 Record 8: the third bubble, or the first decoration.
Object_Record_8_X_Position 36731 DEFB 0 The x position of record 8.
36732 DEFB 0 The room x of record 8.
Object_Record_8_Y_Position 36733 DEFB 0 The y position of record 8.
36734 DEFB 0,0,0,0,0,0,0,0,0,0,0 Bytes 4 to 14.
Object_Record_8_Redraw_Flags 36745 DEFB 0 The redraw flags of record 8.
Object_Record_9 36746 DEFB 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 Record 9: the fourth bubble, or the second decoration.
Object_Record_10 36762 DEFB 0 Record 10: the third decoration.
Object_Record_10_X_Position 36763 DEFB 0 The x position of record 10.
36764 DEFB 0,0,0,0,0,0,0,0,0,0,0,0,0 Bytes 2 to 14.
Object_Record_10_Redraw_Flags 36777 DEFB 0 The redraw flags of record 10.
Object_Record_11 36778 DEFB 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 Record 11: the fourth decoration.
First_Special_Object_Record 36794 DEFB 0 Record 12: the first special object.
First_Special_Object_X_Position 36795 DEFB 0 The x position of the first special object.
36796 DEFB 0,0,0,0 Bytes 2 to 5.
First_Special_Object_Entry_Number 36800 DEFB 0 The number of the table entry of the first special object.
36801 DEFB 0,0,0,0,0,0,0,0,0 Bytes 7 to 15.
36810 DEFB 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 Record 13: the second special object.
First_Creature_Record 36826 DEFB 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 Records 14 to 17: the four creatures.
36842 DEFB 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
36858 DEFB 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
36874 DEFB 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
36890 DEFB 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 Record 18.
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