Data |
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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.
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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.
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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.
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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.
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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.
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C1DE | DEFB $04 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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C1DF | DEFB $40,$A0 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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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.
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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.
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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.
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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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