Data |
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DE00 | DEFB $00,$00,$00,$A0,$00,$00,$00,$00 | Room layout | ||||||||
DE08 | DEFB $00,$00,$00,$A0,$00,$00,$00,$00 | |||||||||
DE10 | DEFB $00,$00,$00,$90,$00,$00,$00,$00 | |||||||||
DE18 | DEFB $00,$00,$00,$94,$00,$00,$00,$00 | |||||||||
DE20 | DEFB $00,$00,$00,$95,$50,$00,$00,$00 | |||||||||
DE28 | DEFB $00,$00,$00,$81,$08,$00,$00,$00 | |||||||||
DE30 | DEFB $00,$00,$00,$01,$04,$00,$00,$00 | |||||||||
DE38 | DEFB $00,$00,$00,$00,$04,$00,$00,$00 | |||||||||
DE40 | DEFB $00,$00,$00,$80,$00,$00,$00,$00 | |||||||||
DE48 | DEFB $00,$00,$00,$82,$00,$00,$00,$00 | |||||||||
DE50 | DEFB $00,$08,$20,$82,$08,$00,$00,$00 | |||||||||
DE58 | DEFB $00,$08,$20,$82,$08,$00,$00,$00 | |||||||||
DE60 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$5A,$AA | |||||||||
DE68 | DEFB $AA,$AA,$00,$00,$00,$00,$5A,$AA | |||||||||
DE70 | DEFB $AA,$AA,$00,$00,$00,$00,$5A,$AA | |||||||||
DE78 | DEFB $AA,$AA,$55,$55,$55,$55,$5A,$AA | |||||||||
The next 32 bytes are copied to 8080 and specify the room name.
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DE80 | DEFM " The Banyan Tree " | 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.
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DEA0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background | ||||||||
DEA9 | DEFB $48,$00,$A2,$00,$00,$00,$46,$00,$93 | Floor | ||||||||
DEB2 | DEFB $16,$4A,$29,$25,$49,$92,$A4,$25,$94 | Wall | ||||||||
DEBB | DEFB $0E,$A5,$5A,$A5,$5A,$A5,$5A,$A5,$5A | Nasty (unused) | ||||||||
DEC4 | DEFB $07,$03,$00,$0C,$00,$30,$00,$C0,$00 | Ramp | ||||||||
DECD | 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.
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DED6 | DEFB $00 | Direction (left) | ||||||||
DED7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused) | ||||||||
DED9 | 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.
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DEDA | DEFB $01 | Direction (up to the right) | ||||||||
DEDB | DEFW $5F64 | Location in the attribute buffer at 5E00: (11,4) | ||||||||
DEDD | DEFB $08 | Length | ||||||||
The next byte is copied to 80DE and specifies the border colour.
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DEDE | DEFB $02 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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DEDF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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DEE1 | DEFB $05,$38,$45,$82,$82,$82,$44,$38 | 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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DEE9 | DEFB $1F | Room to the left (Swimming Pool) | ||||||||
DEEA | DEFB $1D | Room to the right (The Nightmare Room) | ||||||||
DEEB | DEFB $24 | Room above (A bit of tree) | ||||||||
DEEC | DEFB $18 | Room below (West of Kitchen) | ||||||||
The next three bytes are copied to 80ED, but are not used.
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DEED | 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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DEF0 | DEFB $64,$8A | Guardian no. 0x64 (vertical), base sprite 4, x=10 (A320) | ||||||||
DEF2 | DEFB $65,$8D | Guardian no. 0x65 (vertical), base sprite 4, x=13 (A328) | ||||||||
DEF4 | DEFB $66,$10 | Guardian no. 0x66 (vertical), base sprite 0, x=16 (A330) | ||||||||
DEF6 | DEFB $58,$16 | Guardian no. 0x58 (horizontal), base sprite 0, initial x=22 (A2C0) | ||||||||
DEF8 | DEFB $FF,$00 | Terminator (A3F8) | ||||||||
DEFA | DEFB $00,$00 | Nothing (A000) | ||||||||
DEFC | DEFB $00,$00 | Nothing (A000) | ||||||||
DEFE | DEFB $00,$00 | Nothing (A000) |
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