Data |
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CE00 | DEFB $00,$00,$00,$00,$00,$00,$08,$02 | Room layout | ||||||||
CE08 | DEFB $00,$00,$00,$00,$00,$00,$08,$02 | |||||||||
CE10 | DEFB $00,$00,$00,$00,$00,$00,$00,$02 | |||||||||
CE18 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
CE20 | DEFB $00,$00,$00,$00,$00,$00,$AA,$00 | |||||||||
CE28 | DEFB $00,$00,$00,$00,$00,$00,$08,$06 | |||||||||
CE30 | DEFB $00,$00,$00,$00,$00,$00,$00,$12 | |||||||||
CE38 | DEFB $00,$00,$00,$00,$00,$00,$00,$42 | |||||||||
CE40 | DEFB $00,$00,$00,$00,$00,$00,$01,$02 | |||||||||
CE48 | DEFB $AA,$06,$AA,$06,$AA,$0A,$AA,$06 | |||||||||
CE50 | DEFB $AA,$0E,$AA,$0E,$AA,$00,$00,$06 | |||||||||
CE58 | DEFB $AA,$0E,$AA,$0E,$AA,$00,$00,$06 | |||||||||
CE60 | DEFB $AA,$0E,$AA,$0E,$AA,$80,$00,$12 | |||||||||
CE68 | DEFB $AA,$0E,$AA,$0E,$AA,$A0,$00,$40 | |||||||||
CE70 | DEFB $AA,$0E,$AA,$0E,$AA,$A8,$01,$00 | |||||||||
CE78 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$04,$0A | |||||||||
The next 32 bytes are copied to 8080 and specify the room name.
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CE80 | DEFM " Rescue Esmerelda " | 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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CEA0 | DEFB $10,$00,$00,$00,$00,$00,$00,$00,$00 | Background | ||||||||
CEA9 | DEFB $17,$03,$03,$0C,$0C,$31,$32,$C4,$C8 | Floor | ||||||||
CEB2 | DEFB $04,$EE,$00,$BB,$00,$EE,$00,$BB,$00 | Wall | ||||||||
CEBB | DEFB $55,$D1,$E2,$C4,$C8,$D1,$E2,$C4,$C8 | Nasty | ||||||||
CEC4 | DEFB $17,$00,$00,$00,$00,$00,$00,$00,$00 | Ramp (unused) | ||||||||
CECD | DEFB $16,$F1,$AA,$F8,$AA,$00,$EE,$00,$BB | Conveyor | ||||||||
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
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CED6 | DEFB $01 | Direction (right) | ||||||||
CED7 | DEFW $5E98 | Location in the attribute buffer at 5E00: (4,24) | ||||||||
CED9 | DEFB $04 | Length | ||||||||
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
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CEDA | DEFB $01 | Direction (up to the right) | ||||||||
CEDB | DEFW $0000 | Location in the attribute buffer at 5E00 (unused) | ||||||||
CEDD | 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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CEDE | DEFB $01 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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CEDF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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CEE1 | DEFB $FF,$49,$49,$49,$49,$49,$49,$FF | 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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CEE9 | DEFB $0F | Room to the left (I'm sure I've seen this before..) | ||||||||
CEEA | DEFB $2C | Room to the right (On top of the house) | ||||||||
CEEB | DEFB $14 | Room above (Ballroom East) | ||||||||
CEEC | DEFB $27 | Room below (Emergency Generator) | ||||||||
The next three bytes are copied to 80ED, but are not used.
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CEED | 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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CEF0 | DEFB $04,$C4 | Guardian no. 0x04 (vertical), base sprite 6, x=4 (A020) | ||||||||
CEF2 | DEFB $02,$CC | Guardian no. 0x02 (vertical), base sprite 6, x=12 (A010) | ||||||||
CEF4 | DEFB $0D,$05 | Guardian no. 0x0D (horizontal), base sprite 0, initial x=5 (A068) | ||||||||
CEF6 | DEFB $0F,$98 | Guardian no. 0x0F (vertical), base sprite 4, x=24 (A078) | ||||||||
CEF8 | DEFB $FF,$00 | Terminator (A3F8) | ||||||||
CEFA | DEFB $00,$00 | Nothing (A000) | ||||||||
CEFC | DEFB $00,$00 | Nothing (A000) | ||||||||
CEFE | DEFB $00,$00 | Nothing (A000) |
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