| Address |
Length |
Description |
| $0026 |
$01 |
Used by the routines at $0800, $0C3F, $0FBA, $1129, $12B5, $136F, $13F3, $149F, $15B3, $1640, $169B, $16E9, $176F, $17E5, $191B, $1A04, $1A51, $1B2E, $1C59, $1CB4, $1CCB, $1CEC, $267A, $2696, $26E0, $270D, $27D2, $2873, $2A43, $2B21, $2B3F, $2B52, $2B9F, $2CA5, $322E, $3472, $34B5, $350B, $3558, $359E, $35EF, $364E, $365C and $3687.
|
| $0029 |
$02 |
Used by the routines at $0B3B, $12B5, $1A04, $1D16, $1D2D, $1EE3, $1F4D, $1F77, $1FA0, $27AB, $2E13 and $3B5E.
|
| $0039 |
$02 |
|
| $003B |
$02 |
|
| $003D |
$02 |
|
| $003F |
$01 |
This byte holds various flags. These flags are checked by the character-moving routine at $3B5E.
| Bit(s) |
Description |
| 0 |
Unused; always reset for every character. |
| 1 |
Character is running continuously; reset for everyone initially; reset by the routines at $12B5, $1A04 and $27AB; set for a stampeding boy by the routines at $2797 and $2885; set for MR WACKER by the routine at $284F when he's looking for the pea-shooter. |
| 2 |
Always set for teachers; set for EINSTEIN by the routine at $1F4D when he's answering a question. |
| 3 |
Set for EINSTEIN by the routine at $1F4D when he's waiting to answer a question. |
| 4, 5 |
Unused; always reset for every character. |
| 6 |
Character is running or otherwise moving quickly; set by the routines at $0C3F and $1F4D; may be reset by the routine at $3B5E on a movement speed change. |
| 7 |
If set, the routine at $3B5E restarts the command list (and then resets the flag); set by the routines at $0EB4, $1D4A and $3AD5; additionally checked by the routine at $2745. |
|
| $00A6 |
$02 |
|
| $00A8 |
$01 |
|
| $00A9 |
$01 |
|
| $00AA |
$02 |
Used by the routines at $0C3F, $0EB4, $1129, $12B5, $136F, $16E9, $1A04, $1D28, $1EE3, $1F77, $1FA0, $2241, $2387, $2E13 and $3B5E.
|
| $00AC |
$02 |
Holds one of the following:
- address of the next character in the message being written on a blackboard or spoken
- coordinates of the next location to move to in pursuit of ERIC
- number of movements remaining to navigate a staircase ($AC)
- walkabout or intermediate destination x-coordinate ($AC)
- walkabout or intermediate destination pace counter ($AD)
- number of movements remaining to wipe the blackboard ($AC)
- x-coordinate of the next column of the blackboard to wipe ($AD)
Used by the routines at $09E9, $0A58, $0C3F, $0E35, $108B, $1129, $12B5, $136F, $13F3, $16E9, $1A04, $1EE3, $1FA0, $2241, $246B, $2500, $2757, $277D, $28BC, $2E13 and $BE09.
|
| $00AE |
$02 |
Holds one of the following:
- address of the next character in the submessage being written on a blackboard or spoken
- address of the routine to call after the character has found ERIC
- y-coordinate of the top row of the blackboard being wiped ($AE)
|
| $00B0 |
$02 |
Used by the routines at $0FBA, $1CB4, $1CCB, $1D16, $1D32, $267A, $2696, $26E0, $270D, $27D2, $29C8, $2B21, $2B3F, $2B52, $2B9F, $2CA5, $2E13 and $3B5E.
|
| $00B2 |
$01 |
Holds one of the following:
- counter determining how much longer the character will stay down after being punched, hit by a catapult pellet, knocked out of a chair, or tripped up by a stampeding kid
- distance remaining for a catapult pellet to travel
|
| $00B3 |
$01 |
Holds a character's animatory state as it was before he is knocked over, throws a punch (ANGELFACE), or fires a catapult (BOY WONDER).
|
| $00B4 |
$01 |
Initialised to zero by the routine at $2E13, but never used.
|
| $00B5 |
$01 |
|
| $00FB |
$02 |
Used by the routines at $09E9, $0A58, $0BAC, $0C3F, $0E59, $0ECF, $0FBA, $1042, $12B5, $136F, $13F3, $1468, $1640, $16E9, $176F, $17E5, $189D, $19A5, $1A04, $1A51, $1B2E, $1BFA, $1C8E, $1CCB, $2043, $2387, $2696, $270D, $27AB, $27D2, $2873, $29C8, $2B52, $2CA5, $322E, $34B5, $350B, $3558, $359E, $35EF, $365C, $3687 and $BE09.
|
| $00FF |
$01 |
Used by the character-moving routine at $3B5E.
|