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DE00: Room 0x1E: The Banyan Tree (teleport: 23459)
Used by the routine at 8912.
the_banyan_tree
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.
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.
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.
background30 floor30 wall30 nasty30 ramp30 conveyor30
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.
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.
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.
DEDE DEFB $02 Border colour
The next two bytes are copied to 80DF, but are not used.
DEDF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item30
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.
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.
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.
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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