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E620: Initialisation parameters for Sam
Used by the routine at F8AE. Note that the last byte in each set of parameters is effectively unused, but because it is non-zero, the routine at F87E will needlessly copy the whole set of parameters into bytes 0x00, 0x01, 0x02, 0x04, 0x17 and 0x18 of Sam's buffer; the parameters are correctly used to initialise Sam upon return from that routine by the routine at F8AE.
The first set of parameters is used in demo mode.
E620 DEFB $00 Unused
E621 DEFB $22 LSB of the address of the screen refresh buffer byte that corresponds to the top row of the cutscene window (see 7866); combined with the coordinates below, this places the top-left corner of the cutscene window at (224,19) with Sam at (229,19) (in his office)
E622 DEFB $D0 New x-coordinate for the leftmost column of the play area on screen
E623 DEFB $0E New y-coordinate for the topmost row of the play area on screen
E624 DEFB $20 Message 0x20: '...I'M WORKING ON A CASE RIGHT NOW...'
E625 DEFB $01 Unused
The next set of parameters is used in game mode 1.
E626 DEFB $00 Unused
E627 DEFB $22 LSB of the address of the screen refresh buffer byte that corresponds to the top row of the cutscene window (see 7866); combined with the coordinates below, this places the top-left corner of the cutscene window at (224,19) with Sam at (229,19) (in his office)
E628 DEFB $D0 New x-coordinate for the leftmost column of the play area on screen
E629 DEFB $0E New y-coordinate for the topmost row of the play area on screen
E62A DEFB $21 Message 0x21: '...SO BEGAN THE CASE OF THE BALI BUDGIE'
E62B DEFB $01 Unused
The next set of parameters is used in game mode 2.
E62C DEFB $00 Unused
E62D DEFB $22 LSB of the address of the screen refresh buffer byte that corresponds to the top row of the cutscene window (see 7866); combined with the coordinates below, this places the top-left corner of the cutscene window at (240,19) with Sam at (245,19) (third floor of no. 15)
E62E DEFB $E0 New x-coordinate for the leftmost column of the play area on screen
E62F DEFB $0E New y-coordinate for the topmost row of the play area on screen
E630 DEFB $3E Message 0x3E: 'IT ALL WENT BLACK. AS I FELL SOMEONE FAT PUSHED PAST ME...'
E631 DEFB $01 Unused
The next set of parameters is used in game mode 3.
E632 DEFB $00 Unused
E633 DEFB $20 LSB of the address of the screen refresh buffer byte that corresponds to the top row of the cutscene window (see 7866); combined with the coordinates below, this places the top-left corner of the cutscene window at (0,7) with Sam at (5,7) (on the roof of the apartment building next to no. 74)
E634 DEFB $00 New x-coordinate for the leftmost column of the play area on screen
E635 DEFB $02 New y-coordinate for the topmost row of the play area on screen
E636 DEFB $43 Message 0x43: 'SOMEONE HIT ME. I PLAYED DEAD. TWO MEN WALKED OFF...'
E637 DEFB $01 Unused
The next set of parameters is used in game mode 4.
E638 DEFB $00 Unused
E639 DEFB $22 LSB of the address of the screen refresh buffer byte that corresponds to the top row of the cutscene window (see 7866); combined with the coordinates below, this places the top-left corner of the cutscene window at (224,19) with Sam at (229,19) (in his office)
E63A DEFB $D0 New x-coordinate for the leftmost column of the play area on screen
E63B DEFB $0E New y-coordinate for the topmost row of the play area on screen
E63C DEFB $4A Message 0x4A: 'SHE'S IN JAIL NOW. ANOTHER CASE SOLVED...'
E63D DEFB $01 Unused
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