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Data |
| Prev: DE00 | Up: Map | Next: E000 |
| 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 | |||||||||
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The next 32 bytes are copied to 8080 and specify the room name.
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| DF80 | DEFM " Swimming Pool " | Room name | ||||||||
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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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| 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) | ||||||||
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The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
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| 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) | ||||||||
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The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
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| DFDA | DEFB $01 | Direction (up to the right) | ||||||||
| DFDB | DEFW $5FD9 | Location in the attribute buffer at 5E00: (14,25) | ||||||||
| DFDD | DEFB $03 | Length | ||||||||
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The next byte is copied to 80DE and specifies the border colour.
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| DFDE | DEFB $02 | Border colour | ||||||||
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The next two bytes are copied to 80DF, but are not used.
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| DFDF | DEFB $00,$00 | Unused | ||||||||
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The next eight bytes are copied to 80E1 and define the item graphic.
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| DFE1 | DEFB $70,$20,$20,$50,$50,$88,$88,$88 | Item graphic | ||||||||
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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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| 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) | ||||||||
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The next three bytes are copied to 80ED, but are not used.
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| DFED | DEFB $00,$00,$00 | Unused | ||||||||
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The next eight pairs of bytes are copied to 80F0 and specify the entities (ropes, arrows, guardians) in this room.
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| 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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