Data |
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D800 | DEFB $00,$00,$01,$00,$00,$00,$00,$00 | Room layout | |||
D808 | DEFB $00,$00,$01,$00,$00,$00,$00,$00 | ||||
D810 | DEFB $00,$00,$01,$00,$00,$00,$00,$00 | ||||
D818 | DEFB $00,$00,$01,$00,$00,$00,$00,$00 | ||||
D820 | DEFB $00,$00,$01,$00,$00,$00,$00,$00 | ||||
D828 | DEFB $00,$00,$01,$00,$10,$05,$54,$15 | ||||
D830 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | ||||
D838 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | ||||
D840 | DEFB $A0,$00,$00,$00,$00,$04,$00,$15 | ||||
D848 | DEFB $A8,$00,$00,$00,$15,$00,$50,$00 | ||||
D850 | DEFB $AA,$00,$00,$50,$00,$00,$00,$00 | ||||
D858 | DEFB $AA,$80,$00,$00,$00,$00,$00,$00 | ||||
D860 | DEFB $AA,$A0,$00,$00,$15,$05,$54,$15 | ||||
D868 | DEFB $AA,$A8,$00,$00,$00,$00,$00,$00 | ||||
D870 | DEFB $AA,$AA,$00,$00,$00,$00,$00,$00 | ||||
D878 | 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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D880 | DEFM " West of Kitchen " | Room name | |||
D8A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background | |||
D8A9 | DEFB $05,$FF,$BD,$A5,$A5,$A5,$42,$00,$00 | Floor | |||
D8B2 | DEFB $22,$09,$42,$90,$24,$09,$42,$90,$24 | Wall | |||
D8BB | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Nasty (unused) | |||
D8C4 | DEFB $47,$C0,$40,$B0,$50,$AC,$54,$AB,$55 | Ramp | |||
D8CD | DEFB $42,$F0,$55,$AA,$55,$55,$AA,$2A,$08 | Conveyor | |||
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
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D8D6 | DEFB $00 | Direction (left) | |||
D8D7 | DEFW $5F96 | Location in the attribute buffer at 5E00: (12,22) | |||
D8D9 | DEFB $05 | Length | |||
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
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D8DA | DEFB $00 | Direction (up to the left) | |||
D8DB | DEFW $5FC8 | Location in the attribute buffer at 5E00: (14,8) | |||
D8DD | DEFB $07 | Length | |||
The next byte is copied to 80DE and specifies the border colour.
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D8DE | DEFB $01 | Border colour | |||
The next two bytes are copied to 80DF, but are not used.
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D8DF | DEFB $00,$00 | Unused | |||
The next eight bytes are copied to 80E1 and define the item graphic.
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D8E1 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Item graphic (unused) | |||
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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D8E9 | DEFB $19 | Room to the left (Cold Store) | |||
D8EA | DEFB $17 | Room to the right (The Kitchen) | |||
D8EB | DEFB $1E | Room above (The Banyan Tree) | |||
D8EC | DEFB $00 | Room below (The Off Licence) | |||
The next three bytes are copied to 80ED, but are not used.
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D8ED | 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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D8F0 | DEFB $31,$09 | Guardian no. 0x31 (vertical), base sprite 0, x=9 (A188) | |||
D8F2 | DEFB $32,$0E | Guardian no. 0x32 (vertical), base sprite 0, x=14 (A190) | |||
D8F4 | DEFB $31,$14 | Guardian no. 0x31 (vertical), base sprite 0, x=20 (A188) | |||
D8F6 | DEFB $30,$1B | Guardian no. 0x30 (vertical), base sprite 0, x=27 (A180) | |||
D8F8 | DEFB $FF,$00 | Terminator (A3F8) | |||
D8FA | DEFB $00,$00 | Nothing (A000) | |||
D8FC | DEFB $00,$00 | Nothing (A000) | |||
D8FE | DEFB $00,$00 | Nothing (A000) |
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