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CC00: Room 0x0C: Tree Top (teleport: 349)
Used by the routine at 8912.
tree_top
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.
CC00 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
CC08 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CC10 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CC18 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CC20 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CC28 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CC30 DEFB $00,$00,$00,$00,$40,$00,$00,$00
CC38 DEFB $00,$00,$54,$00,$00,$00,$00,$00
CC40 DEFB $00,$00,$00,$14,$00,$04,$00,$00
CC48 DEFB $01,$50,$00,$00,$14,$00,$00,$00
CC50 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CC58 DEFB $00,$00,$00,$00,$00,$14,$00,$00
CC60 DEFB $55,$55,$54,$00,$08,$00,$00,$00
CC68 DEFB $0C,$F3,$C8,$10,$08,$00,$50,$00
CC70 DEFB $CF,$3F,$08,$00,$08,$50,$00,$00
CC78 DEFB $30,$30,$08,$00,$58,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
CC80 DEFM " Tree Top " 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.
background12 floor12 wall12 nasty12 ramp12 conveyor12
CCA0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
CCA9 DEFB $04,$AA,$55,$AA,$58,$30,$10,$10,$08 Floor
CCB2 DEFB $16,$A5,$28,$52,$55,$55,$49,$A2,$B5 Wall
CCBB DEFB $42,$89,$4A,$12,$34,$18,$34,$52,$91 Nasty
CCC4 DEFB $07,$40,$00,$10,$00,$04,$00,$01,$00 Ramp
CCCD 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.
CCD6 DEFB $00 Direction (left)
CCD7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
CCD9 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.
CCDA DEFB $00 Direction (up to the left)
CCDB DEFW $5FCF Location in the attribute buffer at 5E00: (14,15)
CCDD DEFB $02 Length
The next byte is copied to 80DE and specifies the border colour.
CCDE DEFB $06 Border colour
The next two bytes are copied to 80DF, but are not used.
CCDF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item12
CCE1 DEFB $1E,$2D,$37,$7B,$6D,$5E,$B8,$C0 Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
CCE9 DEFB $0D Room to the left (Out on a limb)
CCEA DEFB $00 Room to the right (The Off Licence)
CCEB DEFB $00 Room above (The Off Licence)
CCEC DEFB $08 Room below (Inside the MegaTrunk)
The next three bytes are copied to 80ED, but are not used.
CCED 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.
CCF0 DEFB $18,$07 Guardian no. 0x18 (horizontal), base sprite 0, initial x=7 (A0C0)
CCF2 DEFB $2E,$88 Guardian no. 0x2E (horizontal), base sprite 4, initial x=8 (A170)
CCF4 DEFB $1A,$18 Guardian no. 0x1A (horizontal), base sprite 0, initial x=24 (A0D0)
CCF6 DEFB $45,$84 Arrow flying right to left at pixel y-coordinate 66 (A228)
CCF8 DEFB $FF,$00 Terminator (A3F8)
CCFA DEFB $00,$00 Nothing (A000)
CCFC DEFB $00,$00 Nothing (A000)
CCFE DEFB $00,$00 Nothing (A000)
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