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E400: Room 0x24: A bit of tree (teleport: 369)
Used by the routine at 8912.
a_bit_of_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.
E400 DEFB $00,$00,$00,$A0,$00,$00,$00,$03 Room layout
E408 DEFB $00,$00,$00,$A0,$00,$00,$00,$03
E410 DEFB $00,$00,$00,$A0,$00,$00,$00,$03
E418 DEFB $00,$00,$00,$A0,$00,$00,$00,$03
E420 DEFB $00,$00,$10,$A0,$00,$40,$00,$03
E428 DEFB $00,$00,$00,$A0,$00,$00,$00,$03
E430 DEFB $00,$14,$00,$A0,$00,$01,$40,$03
E438 DEFB $00,$00,$10,$A0,$00,$00,$00,$03
E440 DEFB $00,$00,$00,$A0,$00,$00,$00,$03
E448 DEFB $00,$00,$14,$A0,$00,$00,$40,$03
E450 DEFB $55,$50,$00,$A5,$40,$00,$00,$03
E458 DEFB $00,$00,$00,$A0,$00,$00,$01,$03
E460 DEFB $00,$00,$00,$A0,$00,$00,$40,$03
E468 DEFB $00,$00,$00,$A0,$05,$00,$00,$03
E470 DEFB $00,$00,$00,$A0,$00,$00,$00,$03
E478 DEFB $00,$00,$01,$A4,$00,$00,$00,$03
The next 32 bytes are copied to 8080 and specify the room name.
E480 DEFM " A bit of 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. Note that because of a bug in the game engine, the nasty tile is not drawn correctly (see the room image above).
background36 floor36 wall36 nasty36 ramp36 conveyor36
E4A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
E4A9 DEFB $04,$AD,$52,$29,$00,$01,$02,$00,$00 Floor
E4B2 DEFB $1E,$D6,$6B,$66,$DB,$69,$6B,$D9,$6D Wall
E4BB DEFB $02,$15,$00,$AA,$55,$AA,$00,$15,$0A Nasty
E4C4 DEFB $44,$03,$08,$24,$10,$40,$20,$80,$80 Ramp
E4CD 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.
E4D6 DEFB $00 Direction (left)
E4D7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
E4D9 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.
E4DA DEFB $01 Direction (up to the right)
E4DB DEFW $5F34 Location in the attribute buffer at 5E00: (9,20)
E4DD DEFB $02 Length
The next byte is copied to 80DE and specifies the border colour.
E4DE DEFB $05 Border colour
The next two bytes are copied to 80DF, but are not used.
E4DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item36
E4E1 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Item graphic (unused)
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
E4E9 DEFB $25 Room to the left (Orangery)
E4EA DEFB $23 Room to the right (Master Bedroom)
E4EB DEFB $2A Room above (Under the Roof)
E4EC DEFB $1E Room below (The Banyan Tree)
The next three bytes are copied to 80ED, but are not used.
E4ED 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.
E4F0 DEFB $68,$02 Guardian no. 0x68 (horizontal), base sprite 0, initial x=2 (A340)
E4F2 DEFB $65,$07 Guardian no. 0x65 (vertical), base sprite 0, x=7 (A328)
E4F4 DEFB $45,$92 Arrow flying right to left at pixel y-coordinate 73 (A228)
E4F6 DEFB $FF,$00 Terminator (A3F8)
E4F8 DEFB $00,$00 Nothing (A000)
E4FA DEFB $00,$00 Nothing (A000)
E4FC DEFB $00,$00 Nothing (A000)
E4FE DEFB $00,$00 Nothing (A000)
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