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DFD2: Directional Data
CamDirection_DFD2 DFD2 DEFB $03 Camera direction. This is local to the area and is an offset direction, not absolute. Calculated from $DFE9
DFD3 DEFB $00
ManWalkDirection_DFD4 DFD4 DEFB $01 Direction of last walk; 1 = left; 2 = right
ManCamDirection_DFD5 DFD5 DEFB $00
DFD6 DEFB $00
CurrentPathPtr DFD7 DEFW $E425 Points to address of current path data structure.
DFD9 DEFB $03
PathScopes_DFDA DFDA DEFW $E425 Path Scopes
DFDC DEFB $03
AreaDataCurrent_Index DFDD DEFW $0001 Area Index?
AreaDataCurrent_SceneryPrimary DFDF DEFW SceneryData1
AreaDataCurrent_ScenerySecondary DFE1 DEFW SceneryData2
AreaDataCurrent_Path_H DFE3 DEFW PathData1
AreaDataCurrent_Path_V DFE5 DEFW PathData2
AreaDataCurrent_ObjectsPtr DFE7 DEFW ObjsCentralPlains Handle to first object in location. Objects are stored in a link list.
AreaDataCurrent_CompassOffset DFE9 DEFB $00 Compass Direction offset; Seems to be a away of twisting paths. Camera compass, on screen, is calculated by (comp + cam) and 4
Baddy_LinkPtr DFEA DEFW CentralPlainsSidhe Pointer to the Baddy link list.
BgType DFEC DEFB $00
BgColour DFED DEFB $00
DFEE DEFB $00
CurrentAreaExits DFEF DEFB $06,$07,$08,$04 Index of joining areas to current one.
CurrentAreaName DFF3 DEFW CentralPlain$
DFF5 DEFW $0000
DFF7 DEFW $0000
Exits DFF9 DEFW $0000 Available exits along path.
DFFB DEFW $0000
DFFD DEFW $0000
DFFF DEFW $EF55
AreaDataHandle_E001 E001 DEFW AreaData0 Handle to start of area data
DeathMode E003 DEFB $00 $02 = Death, pause then back to alter.
ThruDoorCounter_E004 E004 DEFB $00 Counter for each step when walking through a doorway. (0 ~ 4)
ThruDoorGo_E005 E005 DEFB $00 Door Go.
WarningTimer_E006 E006 DEFB $00 Warning timer.
TripValue E007 DEFB $00 Value check used when dropping an object for tripping actions etc.
ActionFlags E008 DEFB $00
TripObjPtr E009 DEFW $0000 Pointer to object that appears when tripping action.
ActionObjectDroppedPtr E00B DEFW $0000 Pointer to object being dropped.
E00D DEFW $E60D
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