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DA00: Room 0x1A: East Wall Base (teleport: 2459)
Used by the routine at 8912.
east_wall_base
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.
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.
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.
background26 floor26 wall26 nasty26 ramp26 conveyor26
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.
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.
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.
DADE DEFB $05 Border colour
The next two bytes are copied to 80DF, but are not used.
DADF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item26
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.
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.
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.
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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