5 00001 65535 Buffer containing demo data.
8 10004 Word Amount of Oxygen
9 10006 Word Amount of Fuel
10 10008 72xDword Palette (65536 * r + 256 * g + b)
12 1-15 => Floor top colors
13 16-30 => Floor front colors
14 31-45 => Floor right edge colors
15 46-60 => Floor left edge colors
16 61 => Block top color 0.
20 65 => Block inside (tunnel)
24 69 => Pipe left 1 / right 2
25 70 => Pipe left 2 / right 3
27 10128 32620xWord Level tile data.
28 Bits 0-3: Lower floor type (0 => No lower floor)
29 Bits 4-7: Upper floor type (only meaningful if block type 2-5)
34 0011 => Short block with tunnel.
36 0101 => Tall block with tunnel.
37 20000 qword Number of subsamples left in current sound.
38 20008 dword Sound data pointer.
39 2000C dword Current subsample in sound.
42 20016 byte Current byte from sound data.
43 20017 byte Rate constant (256 - 1MHz / sampling_rate)
44 20018 32xByte RNG state
45 20038 dword Frame counter
46 2003C dword Death frame number.
47 20040 dword Longitudial position.
48 20044 dword Projected longitudial position.
49 20048 dword Longitudial speed.
50 2004C dword Longitudial speed bias.
51 20050 word Frame in explosion (0 => Not exploded).
52 20052 word Number of frames post death.
53 20054 word Acceleration of gravity (negative).
54 20056 word Horizontal position.
55 20058 word Vertical position.
56 2005A word Horizontal projected position.
57 2005C word Vertical projected position.
58 2005E word Horizontal speed.
59 20060 word Vertical speed.
60 20062 word Drift speed.
61 20064 word Jump ground level.
62 20066 word Amount of no support.
63 20068 word Balance of no support.
67 20070 word O2 use per frame.
68 20072 word Fuel use factor.
69 20074 word Minimum speed for bounce.
70 20076 word Level amount of O2.
71 20078 word Level amount of fuel.
72 2007A byte Cause of death:
77 4 => Ran out of oxygen.
78 5 => Collided with wall.
79 6 => Escaped the level.
80 255 => Finished the level.
82 Bit 0: In locked jump.
83 Bit 1: Tried to lock this jump.
85 Bit 3: Landed on floor.
86 Bit 4: Slippery floor in effect.
87 Bit 5: Sticky floor in effect.
89 Bit 7: Level disables jumping.
91 20080 qword Position in background music (samples)
92 20088 qword Total frames ran.
93 20090 dowrd Current background song number.
94 20094 word In menu: Amount of frames waited.
95 In level: Timeattack frame count.
96 20096 byte Paused flag.
97 20097 byte Indicated speed.
98 20098 byte Indicated O2
99 20099 byte Indicated fuel.
100 2009A byte Indicated distance
101 2009B byte Lock indicator flag.
102 2009C byte Out of O2/Fuel flash phase.
103 2009D byte State of game.
111 7 => Level fading out (going to menu)
113 9 => Level unavailable
114 10 => Demo unavailable
115 11 => Level fading out (going to retry)
116 12 => Loading level (without reloading music)
118 2009E byte Fade counter.
119 2009F byte Current stage number (0-30)
120 200A0 byte Menu old stage number
121 200A1 byte Menu saved stage number.
122 200A2 byte Demo flag.
123 0 => Loaded level will have player control.
126 200A3 byte Last frame pressed keys.
127 200A4 byte Secret flag (bit 7 if active, bits 0-6 give level id).
128 200A5 byte Time attack flag.
130 200A8 32*byte Number of times each level has been completed (SRAM).