Data |
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D600 | DEFB $00,$00,$80,$00,$00,$00,$00,$00 | Room layout | ||||||||
D608 | DEFB $00,$00,$80,$00,$00,$00,$00,$00 | |||||||||
D610 | DEFB $00,$00,$80,$00,$00,$00,$00,$00 | |||||||||
D618 | DEFB $00,$00,$00,$00,$00,$00,$03,$00 | |||||||||
D620 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D628 | DEFB $00,$01,$95,$55,$55,$50,$00,$55 | |||||||||
D630 | DEFB $00,$00,$80,$00,$00,$00,$00,$00 | |||||||||
D638 | DEFB $00,$00,$80,$00,$00,$00,$00,$00 | |||||||||
D640 | DEFB $A5,$55,$85,$00,$00,$00,$00,$00 | |||||||||
D648 | DEFB $A0,$00,$80,$00,$00,$00,$55,$40 | |||||||||
D650 | DEFB $A0,$00,$80,$00,$01,$40,$00,$00 | |||||||||
D658 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D660 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D668 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D670 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA | |||||||||
D678 | 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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D680 | DEFM "To the Kitchens Main Stairway" | 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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D6A0 | DEFB $08,$00,$00,$00,$00,$00,$00,$00,$00 | Background | ||||||||
D6A9 | DEFB $0D,$FF,$FF,$00,$FF,$00,$00,$00,$00 | Floor | ||||||||
D6B2 | DEFB $3A,$00,$15,$BF,$15,$00,$51,$FB,$51 | Wall | ||||||||
D6BB | DEFB $4D,$18,$5A,$BD,$19,$7E,$99,$24,$24 | Nasty | ||||||||
D6C4 | DEFB $0F,$C0,$80,$30,$20,$0C,$08,$03,$02 | Ramp | ||||||||
D6CD | DEFB $6B,$F0,$AA,$78,$FF,$AA,$55,$AA,$55 | Conveyor | ||||||||
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
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D6D6 | DEFB $00 | Direction (left) | ||||||||
D6D7 | DEFW $5F0E | Location in the attribute buffer at 5E00: (8,14) | ||||||||
D6D9 | DEFB $02 | Length | ||||||||
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
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D6DA | DEFB $00 | Direction (up to the left) | ||||||||
D6DB | DEFW $5F7F | Location in the attribute buffer at 5E00: (11,31) | ||||||||
D6DD | DEFB $0C | Length | ||||||||
The next byte is copied to 80DE and specifies the border colour.
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D6DE | DEFB $04 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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D6DF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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D6E1 | DEFB $40,$A0,$F0,$F8,$FC,$7A,$25,$02 | 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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D6E9 | DEFB $17 | Room to the left (The Kitchen) | ||||||||
D6EA | DEFB $15 | Room to the right (Ballroom West) | ||||||||
D6EB | DEFB $1C | Room above (First Landing) | ||||||||
D6EC | DEFB $00 | Room below (The Off Licence) | ||||||||
The next three bytes are copied to 80ED, but are not used.
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D6ED | 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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D6F0 | DEFB $5A,$04 | Guardian no. 0x5A (horizontal), base sprite 0, initial x=4 (A2D0) | ||||||||
D6F2 | DEFB $5B,$10 | Guardian no. 0x5B (horizontal), base sprite 0, initial x=16 (A2D8) | ||||||||
D6F4 | DEFB $5C,$96 | Guardian no. 0x5C (horizontal), base sprite 4, initial x=22 (A2E0) | ||||||||
D6F6 | DEFB $5D,$04 | Guardian no. 0x5D (horizontal), base sprite 0, initial x=4 (A2E8) | ||||||||
D6F8 | DEFB $5E,$96 | Guardian no. 0x5E (horizontal), base sprite 4, initial x=22 (A2F0) | ||||||||
D6FA | DEFB $5F,$0B | Guardian no. 0x5F (horizontal), base sprite 0, initial x=11 (A2F8) | ||||||||
D6FC | DEFB $FF,$00 | Terminator (A3F8) | ||||||||
D6FE | DEFB $00,$00 | Nothing (A000) |
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