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24615: Number of aliens remaining
_NUM_ALIENS_REMAINING 24615 DEFB 0
Table of number of aliens left in each row. Starts of with 5 rows of 11 aliens. The top screen row is first byte.
_ALIENS_LEFT_IN_ROWS 24616 DEFB 11,11,11,11,11
Table contains number of aliens in a column. There are 11 aliens per row, so that's 11 columns. When an alien is hit its row value in this table is reduced by one. When the column gets to zero that means there are no aliens left in that column. This is used to manage the horde as they move right to left and back again.
_ALIENS_LEFT_IN_COLs 24621 DEFB 5,5,5,5,5,5,5,5,5,5,5
Band value used by several of the alien band handling functions. It gets passed around in a rather messy way. During alien movement code it's the band which is being moved. 1 is the top row, 5 is the bottom row.
_ALIEN_BAND_ARG 24632 DEFB 0
This is set during the period when aliens are moving downwards (as opposed to sideways)
_MOVING_ALIENS_DOWN_FLAG 24633 DEFB 0
This stores the lowest screen row (0 to 4, where 4 is the bottom alien row) which has at least one alien in it. So if you clear the bottom row this will go from 4 to 3. This is used to cycle up through up 5 rows of aliens looking to see if the player's bullet is in that row or whether an alien bullet can start in that row.
_LOWEST_ACTIVE_ALIEN_ROW 24634 DEFB 0
This is the direction the horde is moving. 1 means left to right. -1 (255) means right to left.
_HORDE_DIRECTION 24635 DEFB 0
Which column, starting from the left, still has aliens in it. Starts off as 0, goes to 1 when left most column of aliens is cleared, etc. It reflects the gap to the left side of the horde.
_LEFTMOST_ACTIVE_ALIEN_COL 24636 DEFB 0
Which column, starting from the right, still has aliens in it. Starts off as 11, goes to 10 when right most column of aliens is cleared, etc. It reflects the gap to the right side of the horde.
_RIGHTMOST_ACTIVE_ALIEN_COL 24637 DEFB 0
_PLAYER_XPOS 24638 DEFB 0 Player ship pos, X
_PLAYER_YPOS 24639 DEFB 0 Player ship pos, Y
_YPOS_ADJUST 24640 DEFB 0 Player ship adjustment, -1, 0 or +1
_PLAYER_BULLET_IN_FLIGHT 24641 DEFB 0
Bullet data, this one is xpos,ypos in pixels
_PLAYER_BULLET_XPOS 24642 DEFB 0
_PLAYER_BULLET_YPOS 24643 DEFB 0
x,y pairs for up to 4 alien bullet screen locations. The y value is set 0 when the entry in the array isn't in use.
_ALIEN_BULLET_ARRAY 24644 DEFB 0,0,0,0,0,0,0,0 Space for 4 alien bullets
_FIRE_PRESSED 24652 DEFB 0 Flag set 1 if fire has been pressed
Spaceship direction. 0 means no spaceship in play. 1 means one travelling left to right, -1 means one travelling right to left
_SPACESHIP_DIRECTION 24653 DEFB 0
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