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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.
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| 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 | ||
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The next set of parameters is used in game mode 1.
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| 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 | ||
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The next set of parameters is used in game mode 2.
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| 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 | ||
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The next set of parameters is used in game mode 3.
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| 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 | ||
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The next set of parameters is used in game mode 4.
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| 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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