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DF00: Room 0x1F: Swimming Pool (teleport: 123459)
Used by the routine at 8912.
swimming_pool
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.
DF00 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
DF08 DEFB $00,$00,$00,$00,$00,$00,$00,$00
DF10 DEFB $00,$00,$00,$00,$00,$00,$00,$00
DF18 DEFB $00,$00,$00,$00,$00,$00,$00,$00
DF20 DEFB $00,$00,$00,$00,$00,$00,$00,$00
DF28 DEFB $00,$00,$00,$00,$00,$00,$00,$00
DF30 DEFB $00,$00,$00,$00,$00,$00,$00,$00
DF38 DEFB $00,$00,$00,$00,$00,$00,$00,$00
DF40 DEFB $00,$00,$00,$00,$00,$00,$00,$00
DF48 DEFB $00,$00,$00,$00,$00,$00,$00,$00
DF50 DEFB $00,$00,$00,$00,$00,$00,$00,$00
DF58 DEFB $00,$00,$00,$00,$00,$00,$00,$00
DF60 DEFB $AA,$55,$55,$55,$55,$55,$54,$AA
DF68 DEFB $AA,$55,$55,$55,$55,$55,$52,$AA
DF70 DEFB $AA,$55,$55,$55,$55,$55,$4A,$AA
DF78 DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
DF80 DEFM " Swimming Pool " 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.
background31 floor31 wall31 nasty31 ramp31 conveyor31
DFA0 DEFB $07,$00,$00,$00,$00,$00,$00,$00,$00 Background
DFA9 DEFB $29,$00,$00,$00,$00,$00,$00,$00,$00 Floor
DFB2 DEFB $3A,$44,$44,$BB,$44,$44,$44,$BB,$44 Wall
DFBB DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 Nasty (unused)
DFC4 DEFB $2F,$03,$03,$0F,$0F,$3F,$3F,$FF,$FF Ramp
DFCD 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.
DFD6 DEFB $00 Direction (left)
DFD7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
DFD9 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.
DFDA DEFB $01 Direction (up to the right)
DFDB DEFW $5FD9 Location in the attribute buffer at 5E00: (14,25)
DFDD DEFB $03 Length
The next byte is copied to 80DE and specifies the border colour.
DFDE DEFB $02 Border colour
The next two bytes are copied to 80DF, but are not used.
DFDF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item31
DFE1 DEFB $70,$20,$20,$50,$50,$88,$88,$88 Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
DFE9 DEFB $36 Room to the left (West  Wing)
DFEA DEFB $1E Room to the right (The Banyan Tree)
DFEB DEFB $25 Room above (Orangery)
DFEC DEFB $00 Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
DFED 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.
DFF0 DEFB $4E,$0C Guardian no. 0x4E (horizontal), base sprite 0, initial x=12 (A270)
DFF2 DEFB $01,$10 Rope at x=16 (A008)
DFF4 DEFB $FF,$00 Terminator (A3F8)
DFF6 DEFB $00,$00 Nothing (A000)
DFF8 DEFB $00,$00 Nothing (A000)
DFFA DEFB $00,$00 Nothing (A000)
DFFC DEFB $00,$00 Nothing (A000)
DFFE DEFB $00,$00 Nothing (A000)
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