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CD6A: Default item locations
This is an array of 16 three-byte structures that define the default locations of the items available in the game.
Type Bytes Name Meaning
Byte 1 room_and_flags Room index; bits 6,7 = flags (T.B.D.)
Byte 1 x X position
Byte 1 y Y position
#define ITEM_ROOM(room_no, flags) ((room_no & 0x3F) | (flags << 6)) do the next flags mean that the wiresnips are always or /never/ found?
default_item_locations CD6A DEFB $FF,$40,$20 item_WIRESNIPS { ITEM_ROOM(room_NONE, 3), ... }
CD6D DEFB $09,$3E,$30 item_SHOVEL { ITEM_ROOM(room_9, 0), ... }
CD70 DEFB $0A,$49,$24 item_LOCKPICK { ITEM_ROOM(room_10, 0), ... }
CD73 DEFB $0B,$2A,$3A item_PAPERS { ITEM_ROOM(room_11, 0), ... }
CD76 DEFB $0E,$32,$18 item_TORCH { ITEM_ROOM(room_14, 0), ... }
CD79 DEFB $3F,$24,$2C item_BRIBE { ITEM_ROOM(room_NONE, 0), ... }
CD7C DEFB $0F,$2C,$41 item_UNIFORM { ITEM_ROOM(room_15, 0), ... }
CD7F DEFB $13,$40,$30 item_FOOD { ITEM_ROOM(room_19, 0), ... }
CD82 DEFB $01,$42,$34 item_POISON { ITEM_ROOM(room_1, 0), ... }
CD85 DEFB $16,$3C,$2A item_RED_KEY { ITEM_ROOM(room_22, 0), ... }
CD88 DEFB $0B,$1C,$22 item_YELLOW_KEY { ITEM_ROOM(room_11, 0), ... }
CD8B DEFB $00,$4A,$48 item_GREEN_KEY { ITEM_ROOM(room_0_OUTDOORS, 0), ... }
CD8E DEFB $3F,$1C,$32 item_RED_CROSS_PARCEL { ITEM_ROOM(room_NONE, 0), ... }
CD91 DEFB $12,$24,$3A item_RADIO { ITEM_ROOM(room_18, 0), ... }
CD94 DEFB $3F,$1E,$22 item_PURSE { ITEM_ROOM(room_NONE, 0), ... }
CD97 DEFB $3F,$34,$1C item_COMPASS { ITEM_ROOM(room_NONE, 0), ... }
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