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DB00: Room 0x1B: The Chapel (teleport: 12459)
Used by the routine at 8912.
the_chapel
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.
DB00 DEFB $00,$00,$00,$00,$00,$00,$00,$0A Room layout
DB08 DEFB $00,$00,$00,$00,$00,$00,$00,$0A
DB10 DEFB $00,$00,$00,$00,$00,$00,$00,$0A
DB18 DEFB $00,$00,$00,$00,$00,$00,$00,$0A
DB20 DEFB $00,$00,$00,$00,$00,$00,$00,$0A
DB28 DEFB $00,$00,$00,$00,$00,$00,$00,$0A
DB30 DEFB $00,$00,$00,$00,$00,$00,$00,$0A
DB38 DEFB $00,$00,$00,$00,$00,$00,$80,$1A
DB40 DEFB $00,$00,$00,$00,$00,$02,$80,$1A
DB48 DEFB $00,$00,$00,$00,$00,$0A,$80,$1A
DB50 DEFB $00,$00,$00,$00,$00,$2A,$80,$1A
DB58 DEFB $00,$00,$00,$00,$00,$AA,$80,$1A
DB60 DEFB $00,$00,$00,$00,$00,$00,$00,$1A
DB68 DEFB $00,$00,$00,$00,$00,$00,$00,$1A
DB70 DEFB $AA,$AA,$AA,$AA,$AA,$AA,$A0,$AA
DB78 DEFB $AA,$AA,$AA,$AA,$AA,$AA,$A0,$AA
The next 32 bytes are copied to 8080 and specify the room name.
DB80 DEFM " The Chapel " 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.
background27 floor27 wall27 nasty27 ramp27 conveyor27
DBA0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
DBA9 DEFB $0D,$49,$49,$49,$49,$49,$49,$49,$49 Floor
DBB2 DEFB $16,$A8,$25,$00,$25,$A8,$40,$DD,$40 Wall
DBBB DEFB $42,$28,$54,$AA,$55,$AA,$28,$28,$28 Nasty (unused)
DBC4 DEFB $07,$03,$00,$0C,$00,$30,$00,$C0,$00 Ramp
DBCD DEFB $07,$00,$0A,$BD,$FF,$00,$AA,$55,$AA Conveyor (unused)
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
DBD6 DEFB $00 Direction (left)
DBD7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
DBD9 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.
DBDA DEFB $01 Direction (up to the right)
DBDB DEFW $5FB1 Location in the attribute buffer at 5E00: (13,17)
DBDD DEFB $07 Length
The next byte is copied to 80DE and specifies the border colour.
DBDE DEFB $02 Border colour
The next two bytes are copied to 80DF, but are not used.
DBDF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item27
DBE1 DEFB $10,$30,$38,$6C,$C6,$C6,$6C,$10 Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
DBE9 DEFB $1C Room to the left (First Landing)
DBEA DEFB $1A Room to the right (East Wall Base)
DBEB DEFB $21 Room above (The Bathroom)
DBEC DEFB $15 Room below (Ballroom West)
The next three bytes are copied to 80ED, but are not used.
DBED 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.
DBF0 DEFB $10,$99 Guardian no. 0x10 (vertical), base sprite 4, x=25 (A080)
DBF2 DEFB $11,$BB Guardian no. 0x11 (vertical), base sprite 5, x=27 (A088)
DBF4 DEFB $12,$DA Guardian no. 0x12 (vertical), base sprite 6, x=26 (A090)
DBF6 DEFB $67,$0C Guardian no. 0x67 (horizontal), base sprite 0, initial x=12 (A338)
DBF8 DEFB $64,$06 Guardian no. 0x64 (vertical), base sprite 0, x=6 (A320)
DBFA DEFB $66,$91 Guardian no. 0x66 (vertical), base sprite 4, x=17 (A330)
DBFC DEFB $FF,$00 Terminator (A3F8)
DBFE DEFB $00,$00 Nothing (A000)
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