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CF00: Room 0x0F: I'm sure I've seen this before.. (teleport: 12349)
Used by the routine at 8912.
i'm_sure_i've_seen_this_before..
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.
CF00 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
CF08 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CF10 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CF18 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CF20 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CF28 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CF30 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CF38 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CF40 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CF48 DEFB $AA,$42,$A4,$2A,$A4,$2A,$42,$AA
CF50 DEFB $AA,$C2,$AC,$2A,$AC,$2A,$C2,$AA
CF58 DEFB $AA,$C2,$AC,$2A,$AC,$2A,$C2,$AA
CF60 DEFB $AA,$C2,$AC,$2A,$AC,$2A,$C2,$AA
CF68 DEFB $AA,$C2,$AC,$2A,$AC,$2A,$C2,$AA
CF70 DEFB $AA,$C2,$AC,$2A,$AC,$2A,$C2,$AA
CF78 DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
CF80 DEFM "I'm sure I've seen this before.." 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.
background15 floor15 wall15 nasty15 ramp15 conveyor15
CFA0 DEFB $08,$00,$00,$00,$00,$00,$00,$00,$00 Background
CFA9 DEFB $0C,$80,$40,$20,$50,$48,$54,$52,$55 Floor
CFB2 DEFB $53,$66,$66,$66,$00,$66,$66,$66,$66 Wall
CFBB DEFB $4C,$51,$55,$54,$55,$15,$55,$45,$55 Nasty
CFC4 DEFB $0C,$00,$00,$00,$00,$00,$00,$00,$00 Ramp (unused)
CFCD 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.
CFD6 DEFB $00 Direction (left)
CFD7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
CFD9 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.
CFDA DEFB $00 Direction (up to the left)
CFDB DEFW $0000 Location in the attribute buffer at 5E00 (unused)
CFDD DEFB $00 Length: 0 (there is no ramp in this room)
The next byte is copied to 80DE and specifies the border colour.
CFDE DEFB $03 Border colour
The next two bytes are copied to 80DF, but are not used.
CFDF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item15
CFE1 DEFB $18,$24,$18,$2C,$5E,$5E,$E7,$66 Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
CFE9 DEFB $10 Room to the left (We must perform a Quirkafleeg)
CFEA DEFB $0E Room to the right (Rescue Esmerelda)
CFEB DEFB $00 Room above (The Off Licence)
CFEC DEFB $00 Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
CFED 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.
CFF0 DEFB $04,$85 Guardian no. 0x04 (vertical), base sprite 4, x=5 (A020)
CFF2 DEFB $03,$8B Guardian no. 0x03 (vertical), base sprite 4, x=11 (A018)
CFF4 DEFB $05,$93 Guardian no. 0x05 (vertical), base sprite 4, x=19 (A028)
CFF6 DEFB $02,$99 Guardian no. 0x02 (vertical), base sprite 4, x=25 (A010)
CFF8 DEFB $0D,$06 Guardian no. 0x0D (horizontal), base sprite 0, initial x=6 (A068)
CFFA DEFB $45,$64 Arrow flying right to left at pixel y-coordinate 50 (A228)
CFFC DEFB $3C,$54 Arrow flying left to right at pixel y-coordinate 42 (A1E0)
CFFE DEFB $FF,$00 Terminator (A3F8)
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