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D600: Room 0x16: To the Kitchens    Main Stairway (teleport: 2359)
Used by the routine at 8912.
to_the_kitchens____main_stairway
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.
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.
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.
background22 floor22 wall22 nasty22 ramp22 conveyor22
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.
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.
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.
D6DE DEFB $04 Border colour
The next two bytes are copied to 80DF, but are not used.
D6DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item22
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.
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.
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.
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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