| Address | Length | Description |
|---|---|---|
| 5B00 | 16 |
Ball A's state record, 16 bytes
|
| 5B10 | 24 |
Ball B's state, in the same fields as ball A's state.
|
| 5B28 | 11 |
|
| 5B33 | 4 |
Which axes the ball's move pass bounced on, and the bounce code each produced.
|
| 5B37 | 1 |
Which ball the physics act on this frame.
|
| 5B38 | 4 |
Whether ball B is in play, then the axis-step flags of the ball's current pass.
|
| 5B42 | 2 |
The two operands the overlap test compares.
|
| 5B45 | 1 |
|
| 5B46 | 12 |
|
| 5B52 | 4 |
Positions within the break animation and the brick-field sweep
|
| 5B56 | 2 |
|
| 5B58 | 9 |
What the secondary object holds, and whether the missile bat is up.
|
| 5B61 | 6 |
One arm flag per effect
|
| 5B67 | 4 |
|
| 5B6B | 4 |
|
| 5B6F | 4 |
The frame's pending points and each ball's combo
|
| 5B73 | 7 |
|
| 5B7A | 8 |
|
| 5B82 | 6 |
|
| 5B88 | 2 |
|
| 5B8A | 1 |
What struck the brick
|
| 5B8B | 2 |
What an inhabitant's attempted step ran into
|
| 5B8D | 1 |
|
| 5B8E | 3 |
|
| 5B91 | 2 |
|
| 5B94 | 3 |
|
| 5B9B | 1 |
The bee's sting
|
| 5C78 | 3 |
The ROM FRAMES counter. The sprite bank's capsule frame-1 slot runs through these three bytes.
|
| 8E8F | 3 |
Ball A's last recorded position and its idle frame count
|
| 8E9C | 2 |
The level in play and the lives the player has left.
|
| 8E9E | 6 |
The options-screen choices. The INERTIA rate has its own entry.
|
| 8EA4 | 1 |
The INERTIA option, 1 to 9: the per-frame gain of the inertia accumulator
|
| 8EA5 | 1 |
Bounces per ball-speed step.
|
| 8EA6 | 2 |
A warp in progress.
|
| 8F67 | 82 |
The object pool: a count byte, then 9-byte sprite records. A record holds the sprite's position, its sprite pointer and its active flag.
|
| A14F | 8 |
|
| A157 | 8 |
|
| A15F | 8 |
|
| A341 | 2 |
|
| A75D | 1 |
|
| A99A | 1 |
Zero when silent, 1 when the prize-reveal tune is armed, and above 1 while it plays.
|
| AA79 | 162 |
Per-brick state over the 9×9 field, two bytes per brick slot. The first is the class whose break animation the slot plays, or 0 for none. The second is its sub-frame counter. While a revealed glyph rests in the slot, the first holds the finished marker, or the slow ball glyph's loop class. The counter then times the glyph's lifetime.
|
| AF1E | 2 |
|
| B3FD | 1 |
Whether the live score has reached the high score: 0 for no, 1 for yes
|
| B446 | 1 |
The name-entry strip cell the cursor sits on.
|
| B77B | 1 |
Ten-thousands digit of the score at the last extra-life award
|
| B9C2 | 4 |
The step counters of four of the counted-step effects described at the sound primitive, one byte per effect.
|
| B9C6 | 2 |
|
| BC23 | 2 |
The live control bits, then the input device.
|
| C3BD | 4 |
The options-menu cursor, then the credits marquee's pixel phase and read pointer.
|
| C872 | 2 |
The tile-map cell that an object in motion probes.
|
| CB2C | 16 |
The ball gem's movement state. No other secondary object uses it.
|
| CB3C | 80 |
One 16-byte record per inhabitant slot, in the layout of the secondary object's logic record. Their sprite records are in the object pool.
|
| D566 | 2 |
Pointer to the next byte of the tune in play.
|
| F800 | 768 |
One tile code per character cell of the screen, in the attribute file's own order. Each row holds 32 cells, top row first.
|
| FB00 | 768 |
One dirty counter per tile-map cell.
|
