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Data |
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| DC00 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$00 | Room layout | ||||||||
| DC08 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$00 | |||||||||
| DC10 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$00 | |||||||||
| DC18 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$30 | |||||||||
| DC20 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$FC | |||||||||
| DC28 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$30 | |||||||||
| DC30 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$30 | |||||||||
| DC38 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$30 | |||||||||
| DC40 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$00 | |||||||||
| DC48 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$00 | |||||||||
| DC50 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$00 | |||||||||
| DC58 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$00 | |||||||||
| DC60 | DEFB $A0,$00,$00,$00,$00,$00,$00,$00 | |||||||||
| DC68 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
| DC70 | DEFB $00,$00,$00,$00,$00,$00,$99,$99 | |||||||||
| DC78 | DEFB $55,$55,$55,$55,$55,$50,$AA,$AA | |||||||||
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The next 32 bytes are copied to 8080 and specify the room name.
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| DC80 | DEFM " First Landing " | Room name | ||||||||
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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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| DCA0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background | ||||||||
| DCA9 | DEFB $04,$FF,$AA,$55,$80,$5D,$94,$5D,$80 | Floor | ||||||||
| DCB2 | DEFB $0E,$22,$55,$00,$55,$88,$55,$00,$22 | Wall | ||||||||
| DCBB | DEFB $D6,$7E,$81,$A5,$99,$99,$A5,$81,$7E | Nasty | ||||||||
| DCC4 | DEFB $07,$03,$03,$0C,$0C,$30,$30,$C0,$C0 | Ramp | ||||||||
| DCCD | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Conveyor (unused) | ||||||||
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The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
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| DCD6 | DEFB $00 | Direction (left) | ||||||||
| DCD7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused) | ||||||||
| DCD9 | DEFB $00 | Length: 0 (there is no conveyor in this room) | ||||||||
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The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
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| DCDA | DEFB $01 | Direction (up to the right) | ||||||||
| DCDB | DEFW $5FC9 | Location in the attribute buffer at 5E00: (14,9) | ||||||||
| DCDD | DEFB $0F | Length | ||||||||
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The next byte is copied to 80DE and specifies the border colour.
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| DCDE | DEFB $03 | Border colour | ||||||||
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The next two bytes are copied to 80DF, but are not used.
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| DCDF | DEFB $00,$00 | Unused | ||||||||
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The next eight bytes are copied to 80E1 and define the item graphic.
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| DCE1 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Item graphic | ||||||||
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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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| DCE9 | DEFB $1D | Room to the left (The Nightmare Room) | ||||||||
| DCEA | DEFB $1B | Room to the right (The Chapel) | ||||||||
| DCEB | DEFB $22 | Room above (Top Landing) | ||||||||
| DCEC | DEFB $16 | Room below (To the Kitchens Main Stairway) | ||||||||
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The next three bytes are copied to 80ED, but are not used.
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| DCED | DEFB $00,$00,$00 | Unused | ||||||||
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The next eight pairs of bytes are copied to 80F0 and specify the entities (ropes, arrows, guardians) in this room.
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| DCF0 | DEFB $43,$19 | Guardian no. 0x43 (horizontal), base sprite 0, initial x=25 (A218) | ||||||||
| DCF2 | DEFB $FF,$00 | Terminator (A3F8) | ||||||||
| DCF4 | DEFB $00,$00 | Nothing (A000) | ||||||||
| DCF6 | DEFB $00,$00 | Nothing (A000) | ||||||||
| DCF8 | DEFB $00,$00 | Nothing (A000) | ||||||||
| DCFA | DEFB $00,$00 | Nothing (A000) | ||||||||
| DCFC | DEFB $00,$00 | Nothing (A000) | ||||||||
| DCFE | DEFB $00,$00 | Nothing (A000) | ||||||||
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