Data |
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D300 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA | Room layout | ||||||||
D308 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA | |||||||||
D310 | DEFB $A0,$00,$30,$00,$C0,$00,$C0,$0A | |||||||||
D318 | DEFB $A0,$00,$00,$00,$00,$00,$00,$0A | |||||||||
D320 | DEFB $A0,$00,$00,$00,$00,$00,$00,$0A | |||||||||
D328 | DEFB $A8,$00,$00,$00,$00,$00,$00,$0A | |||||||||
D330 | DEFB $A0,$00,$00,$00,$00,$00,$00,$0A | |||||||||
D338 | DEFB $A0,$00,$00,$00,$00,$00,$00,$0A | |||||||||
D340 | DEFB $A0,$00,$00,$00,$30,$00,$00,$0A | |||||||||
D348 | DEFB $A0,$00,$00,$00,$00,$00,$00,$1A | |||||||||
D350 | DEFB $A5,$00,$00,$00,$00,$00,$00,$0A | |||||||||
D358 | DEFB $50,$05,$55,$55,$55,$55,$55,$5A | |||||||||
D360 | DEFB $50,$00,$00,$00,$00,$00,$00,$0A | |||||||||
D368 | DEFB $A8,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D370 | DEFB $AA,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D378 | 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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D380 | DEFM " The Forgotten Abbey " | 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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D3A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background | ||||||||
D3A9 | DEFB $04,$FF,$FF,$F2,$24,$40,$02,$00,$88 | Floor | ||||||||
D3B2 | DEFB $1D,$44,$AA,$11,$44,$11,$AA,$44,$11 | Wall | ||||||||
D3BB | DEFB $42,$18,$3C,$7E,$99,$99,$7E,$42,$3C | Nasty | ||||||||
D3C4 | DEFB $07,$80,$40,$E0,$30,$A8,$D4,$22,$89 | Ramp | ||||||||
D3CD | DEFB $0F,$70,$55,$00,$BB,$AA,$AA,$AA,$AA | Conveyor | ||||||||
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
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D3D6 | DEFB $00 | Direction (left) | ||||||||
D3D7 | DEFW $5EE4 | Location in the attribute buffer at 5E00: (7,4) | ||||||||
D3D9 | DEFB $1A | Length | ||||||||
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
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D3DA | DEFB $00 | Direction (up to the left) | ||||||||
D3DB | DEFW $5FC4 | Location in the attribute buffer at 5E00: (14,4) | ||||||||
D3DD | DEFB $02 | Length | ||||||||
The next byte is copied to 80DE and specifies the border colour.
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D3DE | DEFB $01 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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D3DF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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D3E1 | DEFB $18,$24,$DB,$DB,$24,$18,$18,$18 | 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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D3E9 | DEFB $31 | Room to the left (The Wine Cellar) | ||||||||
D3EA | DEFB $05 | Room to the right (The Security Guard) | ||||||||
D3EB | DEFB $00 | Room above (The Off Licence) | ||||||||
D3EC | DEFB $00 | Room below (The Off Licence) | ||||||||
The next three bytes are copied to 80ED, but are not used.
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D3ED | 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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D3F0 | DEFB $4A,$08 | Guardian no. 0x4A (horizontal), base sprite 0, initial x=8 (A250) | ||||||||
D3F2 | DEFB $4B,$10 | Guardian no. 0x4B (horizontal), base sprite 0, initial x=16 (A258) | ||||||||
D3F4 | DEFB $4C,$0B | Guardian no. 0x4C (horizontal), base sprite 0, initial x=11 (A260) | ||||||||
D3F6 | DEFB $4D,$18 | Guardian no. 0x4D (horizontal), base sprite 0, initial x=24 (A268) | ||||||||
D3F8 | DEFB $4E,$07 | Guardian no. 0x4E (horizontal), base sprite 0, initial x=7 (A270) | ||||||||
D3FA | DEFB $4F,$0C | Guardian no. 0x4F (horizontal), base sprite 0, initial x=12 (A278) | ||||||||
D3FC | DEFB $50,$12 | Guardian no. 0x50 (horizontal), base sprite 0, initial x=18 (A280) | ||||||||
D3FE | DEFB $51,$18 | Guardian no. 0x51 (horizontal), base sprite 0, initial x=24 (A288) |
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