******************************** * Variables for Jewel of * * Kaldun: * * GP: Gold Pieces * * XP: Experience * * XPREQD: Experience required* * KEY: Number of keys * * SPKEY: Special key flag * * HP: Hit Points * * MAXHP: Maximum HP * * CLEVEL: Character level * * CX: Character X position * * CY: Character Y position * ******************************** GP HEX 0000 XP HEX 0000 XPREQD HEX 0000 KEY HEX 00 SPKEY HEX 00 HP HEX 00 MAXHP HEX 00 CLEVEL HEX 00 CX HEX 00 CY HEX 00 * Odds'n'ends variables: XOFF HEX 0000 YOFF HEX 0000 MAPADDR HEX 0000 OX DFB -1 OY DFB -1 DX HEX 00 DY HEX 00 AX HEX 00 AY HEX 00 X0 DFB -1 Y0 DFB -1 X1 HEX 00 Y1 HEX 00 TEMP0 HEX 00 WX HEX 00 WY HEX 00 ZX HEX 00 ZY HEX 00 TEMPX HEX 00 TEMPY HEX 00 XPLACE HEX 0000 YPLACE HEX 0000 NX HEX 00 NY HEX 00 CH:X HEX 0000 CH:Y HEX 0000 ******************************** * Monster variables: * * TABLE * * S# Name HP XP Speed * * -- ------ ---- ---- -------- * * 12 Ghost 8 30 2 (med) * * 13 Blob 2 10 4 (slow) * * 14 Zombie 16 75 1 (fast) * ******************************** MONSMAX = 30 ; maximum number of monsters M_HP DS MONSMAX ; hit points M_TYPE DS MONSMAX ; type of monster M_X DS MONSMAX ; monster X location M_Y DS MONSMAX ; monster Y location M_MOVE DS MONSMAX ; # char moves before M move M_X0 DS MONSMAX ; screen position M_X1 DS MONSMAX ; screen position M_Y0 DS MONSMAX ; screen position M_LEVEL DS MONSMAX ; level of castle