Data
Prev:
C03B
Up:
Map
Next:
C067
C052: Frame data: Clear hero speech bubble (row 1, col 1) (thief scene)
frame_clear_hero_r1c1_thief
C052
DEFB $16,$01,$01,$11,$02,$80,$80,$80
Addr
Bytes
Meaning
Pos (r,c)
Sprite
$C052
$16,$01,$01
AT (1, 1)
$C055
$11,$02
PAPER
2 (red)
$C057
$80
BLOCK CHAR $80 → tile@$4000
(1,1)
$C058
$80
BLOCK CHAR $80 → tile@$4000
(1,2)
$C059
$80
BLOCK CHAR $80 → tile@$4000
(1,3)
$C05A
$80
BLOCK CHAR $80 → tile@$4000
(1,4)
$C05B
$80
BLOCK CHAR $80 → tile@$4000
(1,5)
$C05C
$80
BLOCK CHAR $80 → tile@$4000
(1,6)
$C05D
$16,$02,$01
AT (2, 1)
$C060
$80
BLOCK CHAR $80 → tile@$4000
(2,1)
$C061
$80
BLOCK CHAR $80 → tile@$4000
(2,2)
$C062
$80
BLOCK CHAR $80 → tile@$4000
(2,3)
$C063
$80
BLOCK CHAR $80 → tile@$4000
(2,4)
$C064
$80
BLOCK CHAR $80 → tile@$4000
(2,5)
$C065
$80
BLOCK CHAR $80 → tile@$4000
(2,6)
$C066
$FF
END
CHARS = $3C00 (data at $3D00)
C05A
DEFB $80,$80,$80,$16,$02,$01,$80,$80
C062
DEFB $80,$80,$80,$80,$FF
Prev:
C03B
Up:
Map
Next:
C067