Prev: E400 Up: Map Next: E600
E500: Room 0x25: Orangery (teleport: 1369)
Used by the routine at 8912.
orangery
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.
Input
Output
E500 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
E508 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E510 DEFB $00,$00,$00,$00,$00,$01,$00,$00
E518 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E520 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E528 DEFB $00,$00,$00,$00,$40,$00,$10,$00
E530 DEFB $00,$00,$00,$00,$00,$04,$00,$40
E538 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E540 DEFB $A0,$00,$00,$04,$00,$00,$00,$00
E548 DEFB $00,$00,$00,$00,$01,$00,$00,$00
E550 DEFB $00,$20,$00,$40,$00,$00,$05,$00
E558 DEFB $00,$25,$00,$00,$40,$00,$00,$55
E560 DEFB $00,$20,$00,$00,$00,$00,$10,$00
E568 DEFB $00,$20,$01,$00,$00,$00,$00,$00
E570 DEFB $00,$20,$00,$00,$00,$40,$00,$00
E578 DEFB $AA,$AA,$00,$01,$40,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
E580 DEFM " Orangery " 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.
background37 floor37 wall37 nasty37 ramp37 conveyor37
E5A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
E5A9 DEFB $04,$A5,$4A,$24,$02,$04,$00,$02,$00 Floor
E5B2 DEFB $16,$15,$55,$55,$24,$25,$55,$49,$22 Wall
E5BB DEFB $06,$82,$41,$3E,$6A,$B7,$19,$25,$44 Nasty (unused)
E5C4 DEFB $05,$01,$02,$04,$00,$10,$20,$40,$80 Ramp
E5CD DEFB $26,$C6,$AA,$A8,$2A,$59,$24,$00,$00 Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
E5D6 DEFB $00 Direction (left)
E5D7 DEFW $5F5C Location in the attribute buffer at 5E00: (10,28)
E5D9 DEFB $04 Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
E5DA DEFB $01 Direction (up to the right)
E5DB DEFW $5FA0 Location in the attribute buffer at 5E00: (13,0)
E5DD DEFB $0E Length
The next byte is copied to 80DE and specifies the border colour.
E5DE DEFB $06 Border colour
The next two bytes are copied to 80DF, but are not used.
E5DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item37
E5E1 DEFB $02,$14,$2E,$55,$2A,$45,$2A,$14 Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
E5E9 DEFB $38 Room to the left (West Wing Roof)
E5EA DEFB $24 Room to the right (A bit of tree)
E5EB DEFB $2B Room above (Conservatory Roof)
E5EC DEFB $1F Room below (Swimming Pool)
The next three bytes are copied to 80ED, but are not used.
E5ED 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.
E5F0 DEFB $61,$94 Guardian no. 0x61 (vertical), base sprite 4, x=20 (A308)
E5F2 DEFB $1B,$89 Guardian no. 0x1B (vertical), base sprite 4, x=9 (A0D8)
E5F4 DEFB $3C,$84 Arrow flying left to right at pixel y-coordinate 66 (A1E0)
E5F6 DEFB $FF,$00 Terminator (A3F8)
E5F8 DEFB $00,$00 Nothing (A000)
E5FA DEFB $00,$00 Nothing (A000)
E5FC DEFB $00,$00 Nothing (A000)
E5FE DEFB $00,$00 Nothing (A000)
Prev: E400 Up: Map Next: E600