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Used by the routine at 63662. Note that the last byte in each set of parameters is effectively unused, but because it is non-zero, the routine at 63614 will needlessly copy the whole set of parameters into bytes 0, 1, 2, 4, 23 and 24 of Sam's buffer; the parameters are correctly used to initialise Sam upon return from that routine by the routine at 63662.
The first set of parameters is used in demo mode.
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| 58912 | DEFB 0 | Unused | ||
| 58913 | DEFB 34 | LSB of the address of the screen refresh buffer byte that corresponds to the top row of the cutscene window (see 30822); 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) | ||
| 58914 | DEFB 208 | New x-coordinate for the leftmost column of the play area on screen | ||
| 58915 | DEFB 14 | New y-coordinate for the topmost row of the play area on screen | ||
| 58916 | DEFB 32 | Message 32: '...I'M WORKING ON A CASE RIGHT NOW...' | ||
| 58917 | DEFB 1 | Unused | ||
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The next set of parameters is used in game mode 1.
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| 58918 | DEFB 0 | Unused | ||
| 58919 | DEFB 34 | LSB of the address of the screen refresh buffer byte that corresponds to the top row of the cutscene window (see 30822); 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) | ||
| 58920 | DEFB 208 | New x-coordinate for the leftmost column of the play area on screen | ||
| 58921 | DEFB 14 | New y-coordinate for the topmost row of the play area on screen | ||
| 58922 | DEFB 33 | Message 33: '...SO BEGAN THE CASE OF THE BALI BUDGIE' | ||
| 58923 | DEFB 1 | Unused | ||
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The next set of parameters is used in game mode 2.
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| 58924 | DEFB 0 | Unused | ||
| 58925 | DEFB 34 | LSB of the address of the screen refresh buffer byte that corresponds to the top row of the cutscene window (see 30822); 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) | ||
| 58926 | DEFB 224 | New x-coordinate for the leftmost column of the play area on screen | ||
| 58927 | DEFB 14 | New y-coordinate for the topmost row of the play area on screen | ||
| 58928 | DEFB 62 | Message 62: 'IT ALL WENT BLACK. AS I FELL SOMEONE FAT PUSHED PAST ME...' | ||
| 58929 | DEFB 1 | Unused | ||
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The next set of parameters is used in game mode 3.
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| 58930 | DEFB 0 | Unused | ||
| 58931 | DEFB 32 | LSB of the address of the screen refresh buffer byte that corresponds to the top row of the cutscene window (see 30822); 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) | ||
| 58932 | DEFB 0 | New x-coordinate for the leftmost column of the play area on screen | ||
| 58933 | DEFB 2 | New y-coordinate for the topmost row of the play area on screen | ||
| 58934 | DEFB 67 | Message 67: 'SOMEONE HIT ME. I PLAYED DEAD. TWO MEN WALKED OFF...' | ||
| 58935 | DEFB 1 | Unused | ||
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The next set of parameters is used in game mode 4.
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| 58936 | DEFB 0 | Unused | ||
| 58937 | DEFB 34 | LSB of the address of the screen refresh buffer byte that corresponds to the top row of the cutscene window (see 30822); 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) | ||
| 58938 | DEFB 208 | New x-coordinate for the leftmost column of the play area on screen | ||
| 58939 | DEFB 14 | New y-coordinate for the topmost row of the play area on screen | ||
| 58940 | DEFB 74 | Message 74: 'SHE'S IN JAIL NOW. ANOTHER CASE SOLVED...' | ||
| 58941 | DEFB 1 | Unused | ||
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