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CD00: Room 0x0D: Out on a limb (teleport: 1349)
Used by the routine at 8912.
out_on_a_limb
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.
CD00 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
CD08 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CD10 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CD18 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CD20 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CD28 DEFB $00,$00,$00,$04,$00,$00,$00,$00
CD30 DEFB $00,$10,$00,$00,$04,$01,$00,$00
CD38 DEFB $00,$00,$04,$00,$00,$00,$00,$00
CD40 DEFB $00,$00,$00,$00,$00,$00,$10,$00
CD48 DEFB $00,$00,$00,$01,$00,$40,$00,$00
CD50 DEFB $04,$00,$00,$04,$40,$00,$00,$00
CD58 DEFB $00,$04,$00,$01,$10,$00,$00,$00
CD60 DEFB $00,$00,$01,$00,$4A,$AA,$AA,$AA
CD68 DEFB $01,$00,$00,$00,$00,$7F,$FF,$00
CD70 DEFB $00,$00,$40,$00,$40,$1F,$FC,$00
CD78 DEFB $00,$00,$00,$40,$00,$01,$50,$00
The next 32 bytes are copied to 8080 and specify the room name.
CD80 DEFM " Out on a limb " 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.
background13 floor13 wall13 nasty13 ramp13 conveyor13
CDA0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
CDA9 DEFB $04,$01,$1E,$06,$7A,$1A,$E8,$68,$A0 Floor
CDB2 DEFB $42,$07,$FF,$FC,$38,$18,$10,$20,$00 Wall
CDBB DEFB $02,$01,$81,$06,$58,$20,$40,$88,$82 Nasty
CDC4 DEFB $04,$00,$00,$00,$00,$00,$00,$00,$00 Ramp (unused)
CDCD 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.
CDD6 DEFB $00 Direction (left)
CDD7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
CDD9 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.
CDDA DEFB $01 Direction (up to the right)
CDDB DEFW $0000 Location in the attribute buffer at 5E00 (unused)
CDDD DEFB $00 Length: 0 (there is no ramp in this room)
The next byte is copied to 80DE and specifies the border colour.
CDDE DEFB $05 Border colour
The next two bytes are copied to 80DF, but are not used.
CDDF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item13
CDE1 DEFB $60,$B8,$BE,$5D,$5A,$35,$2A,$15 Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
CDE9 DEFB $0A Room to the left (The Front Door)
CDEA DEFB $0C Room to the right (Tree Top)
CDEB DEFB $00 Room above (The Off Licence)
CDEC DEFB $09 Room below (On a Branch Over the Drive)
The next three bytes are copied to 80ED, but are not used.
CDED 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.
CDF0 DEFB $2D,$4C Guardian no. 0x2D (vertical), base sprite 2, x=12 (A168)
CDF2 DEFB $19,$13 Guardian no. 0x19 (horizontal), base sprite 0, initial x=19 (A0C8)
CDF4 DEFB $58,$14 Guardian no. 0x58 (horizontal), base sprite 0, initial x=20 (A2C0)
CDF6 DEFB $FF,$00 Terminator (A3F8)
CDF8 DEFB $00,$00 Nothing (A000)
CDFA DEFB $00,$00 Nothing (A000)
CDFC DEFB $00,$00 Nothing (A000)
CDFE DEFB $00,$00 Nothing (A000)
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