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The 21 UDG (User Defined Graphics) tiles for the hero sprite.
The ZX Spectrum 48K places the UDG data at $FF58 by default —
the UDG system variable ($5C7B) always points here and is never
changed by the game. The author placed the hero sprite quadrants
at this fixed address, using the built-in UDG mechanism to draw
the hero without needing a separate CHARS pointer. All 21 tiles
assembled form the standing hero figure (see frame_hero_torso).
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| udg_sprites | FF58 | DEFB $01,$07,$0F,$1F,$3F,$7F,$7F,$FF | Char $90 — Head — top-left arc |
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| FF60 | DEFB $F8,$FE,$FF,$FF,$FF,$FF,$FF,$FF | Char $91 — Head — top-right arc |
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| FF68 | DEFB $00,$00,$80,$C0,$C0,$C0,$E0,$E0 | Char $92 — Head — top-right edge |
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| FF70 | DEFB $FF,$FF,$FF,$FF,$FE,$FC,$78,$78 | Char $93 — Head — bottom-left arc |
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| FF78 | DEFB $07,$78,$F7,$F9,$FF,$FF,$FF,$FF | Char $94 — Head — bottom-right arc |
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| FF80 | DEFB $F0,$F0,$F0,$F0,$F0,$A0,$E0,$E0 | Char $95 — Chin/neck — right side |
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| FF88 | DEFB $27,$27,$27,$1F,$1F,$1F,$1F,$1F | Char $96 — Shoulder — left |
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| FF90 | DEFB $80,$E0,$E0,$C0,$00,$00,$00,$00 | Char $97 — Shoulder/arm — right |
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| FF98 | DEFB $00,$00,$01,$03,$07,$0F,$1F,$1F | Char $98 — Torso — top-left |
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| FFA0 | DEFB $3F,$7F,$FF,$FF,$FF,$FF,$FF,$FF | Char $99 — Torso — top-right |
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| FFA8 | DEFB $F0,$F8,$FC,$FC,$FE,$FE,$FF,$FF | Char $9A — Torso — left side |
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| FFB0 | DEFB $1F,$3F,$3F,$3F,$3F,$3F,$3F,$3F | Char $9B — Body — left side |
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| FFB8 | DEFB $FF,$FF,$F7,$F3,$F5,$F7,$F7,$F7 | Char $9C — Body — centre detail |
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| FFC0 | DEFB $80,$80,$C0,$C0,$C0,$E0,$E0,$E0 | Char $9D — Body — right side |
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| FFC8 | DEFB $3F,$3F,$3F,$3F,$3F,$3F,$1F,$1F | Char $9E — Hip — left |
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| FFD0 | DEFB $F0,$F0,$F0,$F0,$E0,$E0,$E0,$E0 | Char $9F — Hip — centre-left |
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| FFD8 | DEFB $E0,$E0,$E0,$F0,$F0,$F0,$F0,$F0 | Char $A0 — Hip — right |
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| FFE0 | DEFB $55,$AA,$55,$AA,$55,$AA,$55,$AA | Char $A1 — Dithering fill (grey bar in high-score display) |
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| FFE8 | DEFB $FE,$FE,$FC,$F0,$E1,$C7,$8F,$7F | Char $A2 — Curved edge (speech bubble right side) |
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| FFF0 | DEFB $1F,$0F,$03,$00,$00,$00,$00,$00 | Char $A3 — Shoe/foot — left curve |
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| FFF8 | DEFB $E0,$C0,$80,$00,$00,$00,$00,$00 | Char $A4 — Shoe/foot — right curve |
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