Data |
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C600 | DEFB $A0,$00,$00,$00,$00,$00,$00,$00 | Room layout | ||||||||
C608 | DEFB $A0,$00,$00,$00,$00,$00,$00,$00 | |||||||||
C610 | DEFB $A0,$00,$00,$15,$04,$55,$00,$00 | |||||||||
C618 | DEFB $A0,$00,$00,$10,$44,$43,$00,$00 | |||||||||
C620 | DEFB $A0,$00,$00,$10,$44,$54,$00,$00 | |||||||||
C628 | DEFB $A0,$00,$00,$10,$44,$40,$00,$00 | |||||||||
C630 | DEFB $A0,$00,$00,$15,$04,$55,$00,$00 | |||||||||
C638 | DEFB $A0,$00,$00,$0C,$0C,$30,$00,$00 | |||||||||
C640 | DEFB $A0,$00,$00,$00,$00,$00,$00,$00 | |||||||||
C648 | DEFB $A0,$01,$01,$04,$14,$15,$04,$10 | |||||||||
C650 | DEFB $A0,$01,$45,$11,$11,$04,$11,$10 | |||||||||
C658 | DEFB $A0,$01,$11,$11,$14,$04,$11,$10 | |||||||||
C660 | DEFB $A0,$01,$31,$11,$11,$04,$15,$10 | |||||||||
C668 | DEFB $A0,$01,$01,$04,$11,$04,$11,$15 | |||||||||
C670 | DEFB $A0,$03,$03,$0C,$33,$0C,$33,$0C | |||||||||
C678 | DEFB $A0,$00,$00,$00,$00,$00,$00,$00 | |||||||||
The next 32 bytes are copied to 8080 and specify the room name.
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C680 | DEFM " Entrance to Hades " | 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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C6A0 | DEFB $34,$00,$00,$00,$00,$00,$00,$00,$00 | Background | ||||||||
C6A9 | DEFB $A3,$A0,$14,$82,$50,$0A,$41,$28,$05 | Floor | ||||||||
C6B2 | DEFB $63,$BB,$BB,$38,$BB,$BB,$BB,$83,$BB | Wall | ||||||||
C6BB | DEFB $32,$BF,$5C,$58,$30,$28,$58,$48,$30 | Nasty | ||||||||
C6C4 | DEFB $07,$40,$40,$10,$10,$04,$04,$01,$01 | Ramp (unused) | ||||||||
C6CD | 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.
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C6D6 | DEFB $00 | Direction (left) | ||||||||
C6D7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused) | ||||||||
C6D9 | 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.
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C6DA | DEFB $00 | Direction (up to the left) | ||||||||
C6DB | DEFW $5FC7 | Location in the attribute buffer at 5E00: (14,7) | ||||||||
C6DD | DEFB $00 | Length: 0 (there is no ramp in this room) | ||||||||
The next byte is copied to 80DE and specifies the border colour.
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C6DE | DEFB $02 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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C6DF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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C6E1 | 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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C6E9 | DEFB $0E | Room to the left (Rescue Esmerelda) | ||||||||
C6EA | DEFB $05 | Room to the right (The Security Guard) | ||||||||
C6EB | DEFB $00 | Room above (The Off Licence) | ||||||||
C6EC | DEFB $00 | Room below (The Off Licence) | ||||||||
The next three bytes are copied to 80ED, but are not used.
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C6ED | 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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C6F0 | DEFB $10,$82 | Guardian no. 0x10 (vertical), base sprite 4, x=2 (A080) | ||||||||
C6F2 | DEFB $11,$A4 | Guardian no. 0x11 (vertical), base sprite 5, x=4 (A088) | ||||||||
C6F4 | DEFB $12,$C3 | Guardian no. 0x12 (vertical), base sprite 6, x=3 (A090) | ||||||||
C6F6 | DEFB $FF,$00 | Terminator (A3F8) | ||||||||
C6F8 | DEFB $00,$00 | Nothing (A000) | ||||||||
C6FA | DEFB $00,$00 | Nothing (A000) | ||||||||
C6FC | DEFB $00,$00 | Nothing (A000) | ||||||||
C6FE | DEFB $00,$00 | Nothing (A000) |
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