# Mario Bros (JU) - Pass 3 data-block names. # Format: . Applied by _tools/name_data_region.py. # # The engine's dispatch table is *inline*: the handler pointers follow the # `jsr` that reads them, so the table is split by the few bytes of code the # Code Data Logger saw inside it. The pieces are numbered in address order. # # The vocabulary is the game's own: the player is Mario, the moving enemies # are the turtles (Koopa), beetles, paratroopa and piranha plants, and the # score/timer lives at $0500. C510 GameStateHandlerTable C520 GameStateHandlerTable2 C527 GameStateHandlerTable3 C595 GameStateHandlerTable4 C599 GameStateHandlerTable5 C5A2 GameStateHandlerTable6 C632 ReadActorFlag51 CA5A SetTileIndex86 D491 EnemyBehaviourTable D62D SkipFourBytes D9B3 BranchPastEnemy DDB0 WriteEnemyActiveFlag E078 EnemyTileIndexTable E0D0 EnemyScriptTable E16C SetActorCounter3 E18C CheckActorIndex41 E1A4 WriteRam04C0 E45C EnemyTypePointerTable E494 EnemyTypePointerTable2 E4A4 EnemyTypePointerTable3 E4F1 InitEnemySpawnBlock E558 EnemySpawnScript E69E IncRam04C5 E6B8 EnemySpawnCode ECCC SoundEnvelopeTable ECF5 JumpToActorScript EE53 SoundRoutineTable EF67 GraphicsDataBlock F901 NoteTableTerminator F903 NoteTableStart F904 NoteFrequencyTable F992 PulseDutyTable FB32 ReadSoundCounters FB3D WriteSoundFlag FE64 VectorPageAndSoundData