Data |
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This is an array of 16 three-byte structures that define the default locations of the items available in the game.
#define ITEM_ROOM(room_no, flags) ((room_no & 0x3F) | (flags << 6)) do the next flags mean that the wiresnips are always or /never/ found?
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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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