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DC00: Room 0x1C: First Landing (teleport: 3459)
Used by the routine at 8912.
first_landing
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.
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
The next 32 bytes are copied to 8080 and specify the room name.
DC80 DEFM " First Landing " 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.
background28 floor28 wall28 nasty28 ramp28 conveyor28
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)
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
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)
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
DCDA DEFB $01 Direction (up to the right)
DCDB DEFW $5FC9 Location in the attribute buffer at 5E00: (14,9)
DCDD DEFB $0F Length
The next byte is copied to 80DE and specifies the border colour.
DCDE DEFB $03 Border colour
The next two bytes are copied to 80DF, but are not used.
DCDF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item28
DCE1 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
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)
The next three bytes are copied to 80ED, but are not used.
DCED 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.
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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