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C500: Room 0x05: The Security Guard (teleport: 139)
Used by the routine at 8912.
the_security_guard
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.
C500 DEFB $80,$00,$00,$00,$00,$00,$00,$00 Room layout
C508 DEFB $A0,$00,$00,$00,$00,$00,$00,$00
C510 DEFB $A8,$00,$00,$00,$00,$00,$00,$00
C518 DEFB $AA,$00,$00,$00,$00,$00,$00,$00
C520 DEFB $AA,$80,$00,$00,$00,$00,$00,$00
C528 DEFB $AA,$A0,$00,$00,$00,$00,$00,$00
C530 DEFB $A8,$00,$00,$00,$00,$00,$00,$00
C538 DEFB $A8,$00,$00,$00,$00,$00,$00,$00
C540 DEFB $A8,$15,$54,$10,$41,$54,$15,$55
C548 DEFB $A8,$2A,$A8,$20,$82,$A8,$2A,$AA
C550 DEFB $00,$00,$A8,$20,$82,$A8,$2A,$AA
C558 DEFB $00,$00,$A8,$20,$82,$A8,$28,$00
C560 DEFB $00,$00,$A8,$20,$82,$A8,$28,$00
C568 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C570 DEFB $00,$00,$00,$00,$00,$00,$00,$2A
C578 DEFB $A0,$0A,$AA,$AA,$AA,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
C580 DEFM " The Security Guard " 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.
background05 floor05 wall05 nasty05 ramp05 conveyor05
C5A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
C5A9 DEFB $04,$FF,$FF,$AA,$55,$AA,$55,$AA,$55 Floor
C5B2 DEFB $0D,$0E,$C6,$95,$B0,$36,$86,$C0,$ED Wall
C5BB DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 Nasty (unused)
C5C4 DEFB $07,$E0,$40,$20,$10,$0E,$04,$02,$01 Ramp
C5CD DEFB $42,$6F,$00,$B7,$00,$AA,$55,$AA,$55 Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
C5D6 DEFB $01 Direction (right)
C5D7 DEFW $5FBD Location in the attribute buffer at 5E00: (13,29)
C5D9 DEFB $03 Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
C5DA DEFB $00 Direction (up to the left)
C5DB DEFW $5EE8 Location in the attribute buffer at 5E00: (7,8)
C5DD DEFB $08 Length
The next byte is copied to 80DE and specifies the border colour.
C5DE DEFB $01 Border colour
The next two bytes are copied to 80DF, but are not used.
C5DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item05
C5E1 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.
C5E9 DEFB $13 Room to the left (The Forgotten Abbey)
C5EA DEFB $04 Room to the right (The Drive)
C5EB DEFB $0A Room above (The Front Door)
C5EC DEFB $06 Room below (Entrance to Hades)
The next three bytes are copied to 80ED, but are not used.
C5ED 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.
C5F0 DEFB $02,$8E Guardian no. 0x02 (vertical), base sprite 4, x=14 (A010)
C5F2 DEFB $03,$8B Guardian no. 0x03 (vertical), base sprite 4, x=11 (A018)
C5F4 DEFB $03,$97 Guardian no. 0x03 (vertical), base sprite 4, x=23 (A018)
C5F6 DEFB $04,$91 Guardian no. 0x04 (vertical), base sprite 4, x=17 (A020)
C5F8 DEFB $FF,$00 Terminator (A3F8)
C5FA DEFB $00,$00 Nothing (A000)
C5FC DEFB $00,$00 Nothing (A000)
C5FE DEFB $00,$00 Nothing (A000)
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