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C900: Room 0x09: On a Branch Over the Drive (teleport: 149)
Used by the routine at 8912.
on_a_branch_over_the_drive
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.
C900 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
C908 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C910 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C918 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C920 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C928 DEFB $00,$00,$3C,$00,$00,$00,$00,$00
C930 DEFB $00,$00,$FD,$50,$00,$00,$00,$00
C938 DEFB $00,$00,$3F,$C0,$05,$55,$55,$55
C940 DEFB $00,$00,$00,$00,$0F,$BF,$3B,$C0
C948 DEFB $00,$00,$00,$00,$03,$F0,$3B,$00
C950 DEFB $00,$00,$00,$00,$00,$00,$0F,$00
C958 DEFB $00,$00,$00,$50,$00,$00,$00,$00
C960 DEFB $00,$50,$00,$00,$00,$00,$00,$00
C968 DEFB $00,$00,$05,$00,$00,$00,$00,$00
C970 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C978 DEFB $00,$00,$00,$00,$00,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
C980 DEFM " On a Branch Over the Drive " 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.
background09 floor09 wall09 nasty09 ramp09 conveyor09
C9A0 DEFB $08,$00,$00,$00,$00,$00,$00,$00,$00 Background
C9A9 DEFB $0A,$1F,$F3,$E1,$60,$30,$2C,$40,$80 Floor
C9B2 DEFB $4A,$09,$12,$0A,$1F,$E4,$08,$08,$08 Wall
C9BB DEFB $0C,$42,$29,$54,$26,$87,$23,$2A,$04 Nasty
C9C4 DEFB $0F,$05,$02,$04,$08,$50,$20,$40,$80 Ramp
C9CD 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.
C9D6 DEFB $00 Direction (left)
C9D7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
C9D9 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.
C9DA DEFB $01 Direction (up to the right)
C9DB DEFW $5F4E Location in the attribute buffer at 5E00: (10,14)
C9DD DEFB $04 Length
The next byte is copied to 80DE and specifies the border colour.
C9DE DEFB $02 Border colour
The next two bytes are copied to 80DF, but are not used.
C9DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item09
C9E1 DEFB $30,$3C,$4F,$43,$82,$86,$E4,$FC Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
C9E9 DEFB $0A Room to the left (The Front Door)
C9EA DEFB $08 Room to the right (Inside the MegaTrunk)
C9EB DEFB $0D Room above (Out on a limb)
C9EC DEFB $04 Room below (The Drive)
The next three bytes are copied to 80ED, but are not used.
C9ED 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.
C9F0 DEFB $09,$1E Guardian no. 0x09 (vertical), base sprite 0, x=30 (A048)
C9F2 DEFB $1B,$87 Guardian no. 0x1B (vertical), base sprite 4, x=7 (A0D8)
C9F4 DEFB $3D,$13 Guardian no. 0x3D (horizontal), base sprite 0, initial x=19 (A1E8)
C9F6 DEFB $3E,$0E Guardian no. 0x3E (vertical), base sprite 0, x=14 (A1F0)
C9F8 DEFB $3C,$44 Arrow flying left to right at pixel y-coordinate 34 (A1E0)
C9FA DEFB $FF,$00 Terminator (A3F8)
C9FC DEFB $00,$00 Nothing (A000)
C9FE DEFB $00,$00 Nothing (A000)
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