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C100: Room 0x01: The Bridge (teleport: 19)
Used by the routine at 8912.
the_bridge
The first 128 bytes are copied to 8000 and define the room layout. Each bit-pair (bits 7 and 6, 5 and 4, 3 and 2, or 1 and 0 of each byte) determines the type of tile (background, floor, wall or nasty) that will be drawn at the corresponding location.
C100 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
C108 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C110 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C118 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C120 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C128 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C130 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C138 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C140 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C148 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C150 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C158 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C160 DEFB $00,$00,$0A,$00,$2A,$00,$00,$00
C168 DEFB $00,$00,$2A,$00,$2A,$80,$00,$00
C170 DEFB $00,$00,$AA,$FF,$EA,$A0,$00,$00
C178 DEFB $55,$55,$AA,$FF,$EA,$A5,$55,$55
The next 32 bytes are copied to 8080 and specify the room name.
C180 DEFM " The Bridge " Room name
The next 54 bytes are copied to 80A0 and contain the attributes and graphic data for the tiles used to build the room.
background01 floor01 wall01 nasty01 ramp01 conveyor01
C1A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
C1A9 DEFB $44,$FF,$FF,$FD,$BB,$D6,$72,$60,$40 Floor
C1B2 DEFB $46,$22,$77,$22,$88,$22,$77,$22,$88 Wall
C1BB DEFB $2F,$03,$84,$48,$30,$03,$84,$48,$30 Nasty
C1C4 DEFB $07,$03,$03,$0C,$0D,$32,$37,$C2,$C8 Ramp
C1CD DEFB $2C,$01,$40,$04,$46,$4F,$79,$F0,$F9 Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
C1D6 DEFB $01 Direction (right)
C1D7 DEFW $5FEC Location in the attribute buffer at 5E00: (15,12)
C1D9 DEFB $05 Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
C1DA DEFB $01 Direction (up to the right)
C1DB DEFW $5FC7 Location in the attribute buffer at 5E00: (14,7)
C1DD DEFB $03 Length
The next byte is copied to 80DE and specifies the border colour.
C1DE DEFB $04 Border colour
The next two bytes are copied to 80DF, but are not used.
C1DF DEFB $40,$A0 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item01
C1E1 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Item graphic (unused)
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
C1E9 DEFB $02 Room to the left (Under the MegaTree)
C1EA DEFB $00 Room to the right (The Off Licence)
C1EB DEFB $00 Room above (The Off Licence)
C1EC DEFB $00 Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
C1ED DEFB $00,$00,$00 Unused
The next eight pairs of bytes are copied to 80F0 and specify the entities (ropes, arrows, guardians) in this room.
C1F0 DEFB $14,$08 Guardian no. 0x14 (horizontal), base sprite 0, initial x=8 (A0A0)
C1F2 DEFB $15,$14 Guardian no. 0x15 (horizontal), base sprite 0, initial x=20 (A0A8)
C1F4 DEFB $0E,$8C Guardian no. 0x0E (vertical), base sprite 4, x=12 (A070)
C1F6 DEFB $FF,$00 Terminator (A3F8)
C1F8 DEFB $00,$00 Nothing (A000)
C1FA DEFB $00,$00 Nothing (A000)
C1FC DEFB $00,$00 Nothing (A000)
C1FE DEFB $00,$00 Nothing (A000)
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