5E66: Data buffer for the state of every enemy on screen
Bytes
Meaning
0x00
X position
0x01
Y position
0x02
Bit 0: reverse sprite if set - Enemy direction $00 left $01 right
0x03
$00 FOOT MAN not jumping - $01 FOOT MAN jumping ; For Enemy type $FF (EXPLOSION) debris expansion counter
0x04 - 0x05
Address pointer to graphic data for static (non-animated) sprites - y-offset address pointer for FOOT MAN jumping - x-delta and y-delta for MINE and BLOB} { 0x06
FOOT MAN Falling speed? $00 Not falling - $02 - $04
0x07
$00 Not used
0x08
$00 Not used
0x09
Bit 7: 1 - graphic data for fixed (non animated) sprite. Computed by: address at 0x04-0x05
0 - graphic data from animated sprite. Computed by: base graphic data address at 0x0A-0x0B + offset of animation from base address at 0x16-0x17
Bit 6-0: enemy type -> $00 FOOT MAN , $FF Explosion, $FE Bubble, $FD Smartbomb, $FC Question