*= $800 actor_col .ds MAX_ACTORS ; # current tile column actor_x .ds MAX_ACTORS ; pixel position (calculated from col & xpixel) actor_xpixel .ds MAX_ACTORS ; # current pixel offset in col actor_xfrac .ds MAX_ACTORS ; # current fractional pixel actor_xspeed_l .ds MAX_ACTORS ; # current speed (affects fractional) actor_xspeed_h .ds MAX_ACTORS ; # current speed (affects pixel) actor_row .ds MAX_ACTORS ; # current tile row actor_y .ds MAX_ACTORS ; pixel position (calculated from row & ypixel) actor_ypixel .ds MAX_ACTORS ; # current pixel offset in row actor_yfrac .ds MAX_ACTORS ; # current fractional pixel actor_yspeed_l .ds MAX_ACTORS ; # current speed (affects fractional) actor_yspeed_h .ds MAX_ACTORS ; # current speed (affects pixel) actor_updown .ds MAX_ACTORS ; # preferred direction actor_dir .ds MAX_ACTORS ; # actual direction actor_target_col .ds MAX_ACTORS ; # target column at bot or top T actor_status .ds MAX_ACTORS ; # alive, exploding, dead, regenerating, invulnerable, ??? actor_frame_counter .ds MAX_ACTORS ; # frame counter for sprite changes actor_input_dir .ds MAX_ACTORS ; # current joystick input direction actor_active .ds MAX_ACTORS ; 1 = active, 0 = skip, $ff = end actor_l .ds MAX_ACTORS ; address (low byte) of compiled sprite actor_h .ds MAX_ACTORS ; address (high byte) actor_turn_zone .ds MAX_ACTORS ; debugging; is player in turn zone: player_score .ds MAX_PLAYERS player_next_target_score .ds MAX_PLAYERS player_lives .ds MAX_PLAYERS ; # lives remaining amidar_start_col .ds VPATH_NUM round_robin_up .ds VPATH_NUM round_robin_down .ds VPATH_NUM ; after player completes a box, this data is used to fill it in subsequent ; frames. This list tracks the left column (right is always a fixed distance ; away) and starting and ending rows box_painting_c .ds MAX_BOX_PAINTING box_painting_r1 .ds MAX_BOX_PAINTING box_painting_r2 .ds MAX_BOX_PAINTING box_painting_actor .ds MAX_BOX_PAINTING