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D000: Room 0x10: We must perform a Quirkafleeg (teleport: 59)
Used by the routine at 8912.
we_must_perform_a_quirkafleeg
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.
D000 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
D008 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D010 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D018 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D020 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D028 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D030 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D038 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D040 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D048 DEFB $AA,$00,$00,$00,$00,$00,$02,$AA
D050 DEFB $AA,$40,$00,$00,$00,$00,$02,$AA
D058 DEFB $AA,$40,$00,$00,$00,$00,$02,$AA
D060 DEFB $AA,$40,$00,$00,$00,$00,$02,$AA
D068 DEFB $AA,$40,$00,$00,$00,$00,$02,$AA
D070 DEFB $AA,$40,$00,$00,$00,$00,$02,$AA
D078 DEFB $AA,$7F,$FF,$FF,$FF,$FF,$FE,$AA
The next 32 bytes are copied to 8080 and specify the room name.
D080 DEFM " We must perform a Quirkafleeg " 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.
background16 floor16 wall16 nasty16 ramp16 conveyor16
D0A0 DEFB $06,$00,$00,$00,$00,$00,$00,$00,$00 Background
D0A9 DEFB $38,$33,$BB,$DD,$CC,$55,$99,$DD,$EE Floor
D0B2 DEFB $0D,$27,$F6,$00,$DC,$D1,$04,$77,$80 Wall
D0BB DEFB $45,$40,$E4,$4E,$44,$44,$44,$EE,$FF Nasty
D0C4 DEFB $07,$80,$40,$20,$30,$A8,$64,$22,$11 Ramp
D0CD 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.
D0D6 DEFB $00 Direction (left)
D0D7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
D0D9 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.
D0DA DEFB $00 Direction (up to the left)
D0DB DEFW $5F24 Location in the attribute buffer at 5E00: (9,4)
D0DD DEFB $01 Length
The next byte is copied to 80DE and specifies the border colour.
D0DE DEFB $02 Border colour
The next two bytes are copied to 80DF, but are not used.
D0DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item16
D0E1 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.
D0E9 DEFB $11 Room to the left (Up on the Battlements)
D0EA DEFB $0F Room to the right (I'm sure I've seen this before..)
D0EB DEFB $32 Room above (Watch Tower)
D0EC DEFB $00 Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
D0ED 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.
D0F0 DEFB $0D,$08 Guardian no. 0x0D (horizontal), base sprite 0, initial x=8 (A068)
D0F2 DEFB $01,$10 Rope at x=16 (A008)
D0F4 DEFB $3C,$84 Arrow flying left to right at pixel y-coordinate 66 (A1E0)
D0F6 DEFB $FF,$00 Terminator (A3F8)
D0F8 DEFB $00,$00 Nothing (A000)
D0FA DEFB $00,$00 Nothing (A000)
D0FC DEFB $00,$00 Nothing (A000)
D0FE DEFB $00,$00 Nothing (A000)
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