Data |
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DD00 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A | Room layout | |||
DD08 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A | ||||
DD10 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A | ||||
DD18 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A | ||||
DD20 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A | ||||
DD28 | DEFB $00,$00,$04,$00,$40,$04,$00,$0A | ||||
DD30 | DEFB $00,$00,$00,$10,$00,$00,$00,$0A | ||||
DD38 | DEFB $00,$01,$00,$00,$01,$00,$00,$0A | ||||
DD40 | DEFB $00,$00,$04,$00,$00,$04,$00,$0A | ||||
DD48 | DEFB $00,$00,$00,$10,$00,$00,$00,$0A | ||||
DD50 | DEFB $00,$00,$00,$00,$01,$00,$04,$0A | ||||
DD58 | DEFB $00,$00,$04,$00,$00,$04,$00,$0A | ||||
DD60 | DEFB $AA,$A8,$00,$10,$00,$00,$00,$0A | ||||
DD68 | DEFB $AA,$AA,$00,$00,$00,$00,$00,$00 | ||||
DD70 | DEFB $AA,$AA,$80,$00,$00,$00,$00,$00 | ||||
DD78 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA | ||||
The next 32 bytes are copied to 8080 and specify the room name.
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DD80 | DEFM " The Nightmare Room " | Room name | |||
DDA0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background | |||
DDA9 | DEFB $44,$FF,$A5,$52,$24,$42,$22,$40,$04 | Floor | |||
DDB2 | DEFB $33,$00,$2A,$54,$00,$00,$A2,$45,$00 | Wall | |||
DDBB | DEFB $45,$42,$99,$66,$A1,$9F,$81,$66,$5A | Nasty (unused) | |||
DDC4 | DEFB $07,$80,$C0,$A0,$F0,$F8,$5C,$BA,$02 | Ramp | |||
DDCD | DEFB $A5,$FF,$5A,$FF,$FF,$AA,$55,$AA,$55 | Conveyor | |||
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
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DDD6 | DEFB $00 | Direction (left) | |||
DDD7 | DEFW $5EFB | Location in the attribute buffer at 5E00: (7,27) | |||
DDD9 | DEFB $01 | Length | |||
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
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DDDA | DEFB $00 | Direction (up to the left) | |||
DDDB | DEFW $5FC9 | Location in the attribute buffer at 5E00: (14,9) | |||
DDDD | DEFB $03 | Length | |||
The next byte is copied to 80DE and specifies the border colour.
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DDDE | DEFB $02 | Border colour | |||
The next two bytes are copied to 80DF, but are not used.
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DDDF | DEFB $00,$00 | Unused | |||
The next eight bytes are copied to 80E1 and define the item graphic.
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DDE1 | DEFB $AC,$AE,$01,$AD,$AD,$02,$AC,$58 | Item graphic | |||
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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DDE9 | DEFB $1E | Room to the left (The Banyan Tree) | |||
DDEA | DEFB $1C | Room to the right (First Landing) | |||
DDEB | DEFB $00 | Room above (The Off Licence) | |||
DDEC | DEFB $00 | Room below (The Off Licence) | |||
The next three bytes are copied to 80ED, but are not used.
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DDED | 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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DDF0 | DEFB $46,$88 | Guardian no. 0x46 (vertical), base sprite 4, x=8 (A230) | |||
DDF2 | DEFB $47,$CB | Guardian no. 0x47 (vertical), base sprite 6, x=11 (A238) | |||
DDF4 | DEFB $48,$4E | Guardian no. 0x48 (vertical), base sprite 2, x=14 (A240) | |||
DDF6 | DEFB $49,$D1 | Guardian no. 0x49 (vertical), base sprite 6, x=17 (A248) | |||
DDF8 | DEFB $46,$94 | Guardian no. 0x46 (vertical), base sprite 4, x=20 (A230) | |||
DDFA | DEFB $47,$97 | Guardian no. 0x47 (vertical), base sprite 4, x=23 (A238) | |||
DDFC | DEFB $48,$9C | Guardian no. 0x48 (vertical), base sprite 4, x=28 (A240) | |||
DDFE | DEFB $FF,$00 | Terminator (A3F8) |
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