Data |
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D200 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout | ||||||||
D208 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D210 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D218 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D220 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D228 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D230 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D238 | DEFB $00,$00,$00,$00,$00,$00,$0A,$40 | |||||||||
D240 | DEFB $00,$00,$00,$00,$00,$00,$0A,$D0 | |||||||||
D248 | DEFB $AA,$40,$00,$00,$00,$00,$0A,$AA | |||||||||
D250 | DEFB $AA,$C0,$00,$00,$00,$00,$0A,$AA | |||||||||
D258 | DEFB $AA,$C0,$00,$00,$00,$00,$0A,$AA | |||||||||
D260 | DEFB $AA,$90,$00,$00,$00,$00,$0A,$AA | |||||||||
D268 | DEFB $AA,$B0,$00,$00,$00,$00,$0A,$AA | |||||||||
D270 | DEFB $AA,$B0,$0A,$40,$00,$00,$0A,$AA | |||||||||
D278 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA | |||||||||
The next 32 bytes are copied to 8080 and specify the room name.
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D280 | DEFM " On the Roof " | 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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D2A0 | DEFB $44,$00,$00,$00,$00,$00,$00,$00,$00 | Background | ||||||||
D2A9 | DEFB $07,$80,$C0,$E0,$D0,$58,$9C,$DE,$CD | Floor | ||||||||
D2B2 | DEFB $26,$11,$F8,$07,$08,$F0,$0F,$D0,$3F | Wall | ||||||||
D2BB | DEFB $46,$55,$99,$DD,$CC,$55,$99,$DD,$CC | Nasty | ||||||||
D2C4 | DEFB $07,$00,$00,$00,$00,$00,$00,$00,$00 | Ramp (unused) | ||||||||
D2CD | DEFB $0A,$F0,$F0,$F0,$FF,$FF,$00,$00,$FF | Conveyor | ||||||||
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
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D2D6 | DEFB $01 | Direction (right) | ||||||||
D2D7 | DEFW $5FEE | Location in the attribute buffer at 5E00: (15,14) | ||||||||
D2D9 | DEFB $08 | Length | ||||||||
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
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D2DA | DEFB $00 | Direction (up to the left) | ||||||||
D2DB | DEFW $0000 | Location in the attribute buffer at 5E00 (unused) | ||||||||
D2DD | 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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D2DE | DEFB $02 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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D2DF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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D2E1 | DEFB $01,$02,$05,$0A,$54,$28,$30,$48 | 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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D2E9 | DEFB $30 | Room to the left (Nomen Luni) | ||||||||
D2EA | DEFB $11 | Room to the right (Up on the Battlements) | ||||||||
D2EB | DEFB $12 | Room above (On the Roof) | ||||||||
D2EC | DEFB $00 | Room below (The Off Licence) | ||||||||
The next three bytes are copied to 80ED, but are not used.
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D2ED | 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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D2F0 | DEFB $22,$16 | Guardian no. 0x22 (horizontal), base sprite 0, initial x=22 (A110) | ||||||||
D2F2 | DEFB $01,$10 | Rope at x=16 (A008) | ||||||||
D2F4 | DEFB $FF,$00 | Terminator (A3F8) | ||||||||
D2F6 | DEFB $00,$00 | Nothing (A000) | ||||||||
D2F8 | DEFB $00,$00 | Nothing (A000) | ||||||||
D2FA | DEFB $00,$00 | Nothing (A000) | ||||||||
D2FC | DEFB $00,$00 | Nothing (A000) | ||||||||
D2FE | DEFB $00,$00 | Nothing (A000) |
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