| Alien (BUGFIX 1.7) | Data |
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3-word jump table indexed by the highlighted game mode (0-2). JP (HL) at 43134 lands here; the word for the current selection is loaded into HL and jumped to.
Short vs Long Game summary (see the two init routines for full detail):
AlienTargetID:
Chestburster host slot (HostMarker = byte+1=$FF, byte+7=$FF):
(The in-game "Android" of message #32 "{actor} hits the Android" is the crew slot selected into AlienTargetID — see the notes at 41390 and the activation logic in 40826.)
Starting crew/alien record state at $737E:
Script-driven startup message:
Both modes then fall through to CommonGameInit, which finishes the per-session setup identically (alien position, animation tables, room mode = 1 corridor view).
In short: the Short Game is a deterministic, abbreviated scenario; the Long Game uses the ROM-traversal script (33589) to randomise both the alien's first target and one tagged crew slot per run, producing a longer and more varied game.
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| 43135 | DEFW 44738,42276,43242 | |||||||||||||||||||||||||||
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