Data |
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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.
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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.
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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.
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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.
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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.
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CDDE | DEFB $05 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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CDDF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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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.
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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.
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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.
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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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