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C300: Room 0x03: At the Foot of the MegaTree (teleport: 129)
Used by the routine at 8912.
at_the_foot_of_the_megatree
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.
C300 DEFB $30,$C3,$08,$00,$08,$00,$00,$00 Room layout
C308 DEFB $30,$C3,$08,$00,$0A,$AA,$AA,$AA
C310 DEFB $30,$C3,$08,$00,$08,$00,$00,$00
C318 DEFB $30,$C3,$08,$01,$58,$00,$00,$00
C320 DEFB $30,$C3,$09,$00,$0A,$AA,$AA,$AA
C328 DEFB $30,$C3,$08,$14,$00,$00,$00,$00
C330 DEFB $30,$C3,$08,$00,$00,$00,$00,$00
C338 DEFB $30,$C3,$09,$00,$1A,$AA,$AA,$AA
C340 DEFB $30,$C3,$08,$00,$08,$00,$00,$00
C348 DEFB $30,$C3,$08,$00,$58,$00,$00,$00
C350 DEFB $30,$03,$09,$40,$08,$00,$00,$00
C358 DEFB $00,$00,$08,$00,$08,$00,$00,$00
C360 DEFB $00,$00,$08,$00,$08,$00,$00,$00
C368 DEFB $00,$00,$00,$00,$50,$00,$00,$00
C370 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C378 DEFB $55,$55,$55,$55,$55,$55,$55,$55
The next 32 bytes are copied to 8080 and specify the room name.
C380 DEFM " At the Foot of the MegaTree " 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.
background03 floor03 wall03 nasty03 ramp03 conveyor03
C3A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
C3A9 DEFB $04,$F0,$F9,$BF,$1F,$0C,$10,$28,$44 Floor
C3B2 DEFB $16,$AB,$AB,$AD,$AA,$AA,$AE,$55,$55 Wall
C3BB DEFB $06,$6E,$74,$38,$1E,$6E,$74,$38,$1E Nasty
C3C4 DEFB $07,$C0,$00,$30,$00,$0C,$00,$03,$00 Ramp
C3CD DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 Conveyor (unused)
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
C3D6 DEFB $00 Direction (left)
C3D7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
C3D9 DEFB $00 Length: 0 (there is no conveyor in this room)
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
C3DA DEFB $00 Direction (up to the left)
C3DB DEFW $5F8F Location in the attribute buffer at 5E00: (12,15)
C3DD DEFB $03 Length
The next byte is copied to 80DE and specifies the border colour.
C3DE DEFB $02 Border colour
The next two bytes are copied to 80DF, but are not used.
C3DF DEFB $C0,$A0 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item03
C3E1 DEFB $40,$A0,$5C,$22,$21,$22,$14,$08 Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
C3E9 DEFB $04 Room to the left (The Drive)
C3EA DEFB $02 Room to the right (Under the MegaTree)
C3EB DEFB $08 Room above (Inside the MegaTrunk)
C3EC DEFB $00 Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
C3ED 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.
C3F0 DEFB $06,$02 Guardian no. 0x06 (vertical), base sprite 0, x=2 (A030)
C3F2 DEFB $07,$05 Guardian no. 0x07 (vertical), base sprite 0, x=5 (A038)
C3F4 DEFB $08,$08 Guardian no. 0x08 (vertical), base sprite 0, x=8 (A040)
C3F6 DEFB $35,$09 Guardian no. 0x35 (horizontal), base sprite 0, initial x=9 (A1A8)
C3F8 DEFB $FF,$00 Terminator (A3F8)
C3FA DEFB $00,$00 Nothing (A000)
C3FC DEFB $00,$00 Nothing (A000)
C3FE DEFB $00,$00 Nothing (A000)
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