Data |
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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.
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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.
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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.
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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.
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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.
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CCDE | DEFB $06 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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CCDF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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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.
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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.
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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.
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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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