Data |
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E600 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00 | Room layout | ||||||||
E608 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00 | |||||||||
E610 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00 | |||||||||
E618 | DEFB $00,$00,$0A,$00,$00,$00,$00,$00 | |||||||||
E620 | DEFB $00,$00,$0A,$00,$00,$00,$00,$00 | |||||||||
E628 | DEFB $A5,$00,$5A,$00,$00,$00,$00,$00 | |||||||||
E630 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00 | |||||||||
E638 | DEFB $A1,$00,$0A,$00,$00,$00,$00,$00 | |||||||||
E640 | DEFB $A0,$00,$4A,$00,$00,$00,$00,$00 | |||||||||
E648 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00 | |||||||||
E650 | DEFB $A1,$00,$00,$00,$00,$00,$00,$00 | |||||||||
E658 | DEFB $A0,$00,$00,$00,$00,$00,$00,$00 | |||||||||
E660 | DEFB $A0,$00,$5A,$00,$00,$00,$00,$00 | |||||||||
E668 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00 | |||||||||
E670 | DEFB $A0,$40,$0A,$00,$00,$00,$00,$00 | |||||||||
E678 | DEFB $A0,$01,$0A,$00,$00,$00,$00,$00 | |||||||||
The next 32 bytes are copied to 8080 and specify the room name.
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E680 | DEFM " Priests' Hole " | 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.
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E6A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background | ||||||||
E6A9 | DEFB $06,$55,$55,$5D,$D7,$70,$00,$00,$00 | Floor | ||||||||
E6B2 | DEFB $2A,$22,$11,$44,$88,$22,$11,$44,$88 | Wall | ||||||||
E6BB | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Nasty (unused) | ||||||||
E6C4 | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Ramp (unused) | ||||||||
E6CD | 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.
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E6D6 | DEFB $00 | Direction (left) | ||||||||
E6D7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused) | ||||||||
E6D9 | 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.
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E6DA | DEFB $00 | Direction (up to the left) | ||||||||
E6DB | DEFW $0000 | Location in the attribute buffer at 5E00 (unused) | ||||||||
E6DD | DEFB $00 | Length: 0 (there is no ramp in this room) | ||||||||
The next byte is copied to 80DE and specifies the border colour.
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E6DE | DEFB $02 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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E6DF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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E6E1 | DEFB $BF,$BF,$BB,$B1,$BB,$BB,$BF,$BF | Item graphic | ||||||||
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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E6E9 | DEFB $27 | Room to the left (Emergency Generator) | ||||||||
E6EA | DEFB $00 | Room to the right (The Off Licence) | ||||||||
E6EB | DEFB $3C | Room above (The Bow) | ||||||||
E6EC | DEFB $20 | Room below (Halfway up the East Wall) | ||||||||
The next three bytes are copied to 80ED, but are not used.
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E6ED | 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.
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E6F0 | DEFB $10,$84 | Guardian no. 0x10 (vertical), base sprite 4, x=4 (A080) | ||||||||
E6F2 | DEFB $11,$A6 | Guardian no. 0x11 (vertical), base sprite 5, x=6 (A088) | ||||||||
E6F4 | DEFB $12,$C5 | Guardian no. 0x12 (vertical), base sprite 6, x=5 (A090) | ||||||||
E6F6 | DEFB $25,$16 | Guardian no. 0x25 (horizontal), base sprite 0, initial x=22 (A128) | ||||||||
E6F8 | DEFB $FF,$00 | Terminator (A3F8) | ||||||||
E6FA | DEFB $00,$00 | Nothing (A000) | ||||||||
E6FC | DEFB $00,$00 | Nothing (A000) | ||||||||
E6FE | DEFB $00,$00 | Nothing (A000) |
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