Data |
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DA00 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00 | Room layout | ||||||||
DA08 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00 | |||||||||
DA10 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00 | |||||||||
DA18 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00 | |||||||||
DA20 | DEFB $A0,$00,$1A,$00,$00,$00,$00,$00 | |||||||||
DA28 | DEFB $A0,$04,$0A,$00,$00,$00,$00,$00 | |||||||||
DA30 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00 | |||||||||
DA38 | DEFB $A4,$00,$0A,$00,$00,$00,$00,$00 | |||||||||
DA40 | DEFB $A0,$04,$00,$00,$00,$00,$00,$00 | |||||||||
DA48 | DEFB $A0,$00,$00,$00,$00,$00,$00,$00 | |||||||||
DA50 | DEFB $A0,$00,$1A,$00,$00,$00,$00,$00 | |||||||||
DA58 | DEFB $A0,$10,$0A,$00,$00,$00,$00,$00 | |||||||||
DA60 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00 | |||||||||
DA68 | DEFB $A0,$04,$0A,$00,$00,$00,$00,$00 | |||||||||
DA70 | DEFB $A0,$00,$1A,$00,$00,$00,$00,$00 | |||||||||
DA78 | DEFB $A0,$40,$0A,$00,$00,$00,$00,$00 | |||||||||
The next 32 bytes are copied to 8080 and specify the room name.
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DA80 | DEFM " East Wall Base " | 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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DAA0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background | ||||||||
DAA9 | DEFB $05,$5B,$A4,$A4,$55,$0A,$00,$00,$00 | Floor | ||||||||
DAB2 | DEFB $26,$59,$25,$26,$D9,$29,$D6,$54,$96 | Wall | ||||||||
DABB | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Nasty (unused) | ||||||||
DAC4 | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Ramp (unused) | ||||||||
DACD | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Conveyor (unused) | ||||||||
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
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DAD6 | DEFB $00 | Direction (left) | ||||||||
DAD7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused) | ||||||||
DAD9 | DEFB $00 | Length: 0 (there is no conveyor in this room) | ||||||||
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
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DADA | DEFB $00 | Direction (up to the left) | ||||||||
DADB | DEFW $0000 | Location in the attribute buffer at 5E00 (unused) | ||||||||
DADD | 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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DADE | DEFB $05 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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DADF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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DAE1 | 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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DAE9 | DEFB $1B | Room to the left (The Chapel) | ||||||||
DAEA | DEFB $00 | Room to the right (The Off Licence) | ||||||||
DAEB | DEFB $20 | Room above (Halfway up the East Wall) | ||||||||
DAEC | DEFB $14 | Room below (Ballroom East) | ||||||||
The next three bytes are copied to 80ED, but are not used.
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DAED | 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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DAF0 | DEFB $60,$03 | Guardian no. 0x60 (vertical), base sprite 0, x=3 (A300) | ||||||||
DAF2 | DEFB $2D,$27 | Guardian no. 0x2D (vertical), base sprite 1, x=7 (A168) | ||||||||
DAF4 | DEFB $FF,$00 | Terminator (A3F8) | ||||||||
DAF6 | DEFB $00,$00 | Nothing (A000) | ||||||||
DAF8 | DEFB $00,$00 | Nothing (A000) | ||||||||
DAFA | DEFB $00,$00 | Nothing (A000) | ||||||||
DAFC | DEFB $00,$00 | Nothing (A000) | ||||||||
DAFE | DEFB $00,$00 | Nothing (A000) |
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