Data |
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E700 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A | Room layout | ||||||||
E708 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A | |||||||||
E710 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A | |||||||||
E718 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
E720 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
E728 | DEFB $00,$05,$00,$00,$00,$00,$50,$0A | |||||||||
E730 | DEFB $00,$05,$00,$00,$00,$00,$50,$03 | |||||||||
E738 | DEFB $00,$05,$00,$00,$00,$00,$50,$03 | |||||||||
E740 | DEFB $00,$05,$00,$00,$00,$00,$50,$03 | |||||||||
E748 | DEFB $00,$05,$00,$00,$00,$00,$50,$03 | |||||||||
E750 | DEFB $00,$2A,$80,$00,$00,$02,$A8,$03 | |||||||||
E758 | DEFB $00,$28,$80,$00,$00,$02,$28,$03 | |||||||||
E760 | DEFB $00,$AA,$AA,$AA,$AA,$AA,$AA,$03 | |||||||||
E768 | DEFB $00,$AA,$2A,$8A,$A2,$A8,$AA,$03 | |||||||||
E770 | DEFB $00,$AA,$AA,$AA,$AA,$AA,$AA,$03 | |||||||||
E778 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA | |||||||||
The next 32 bytes are copied to 8080 and specify the room name.
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E780 | DEFM " Emergency Generator " | 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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E7A0 | DEFB $08,$00,$00,$00,$00,$00,$00,$00,$00 | Background | ||||||||
E7A9 | DEFB $2F,$66,$66,$66,$66,$66,$66,$66,$66 | Floor | ||||||||
E7B2 | DEFB $33,$BF,$15,$00,$51,$FB,$51,$00,$15 | Wall | ||||||||
E7BB | DEFB $0D,$FF,$3F,$03,$1F,$7F,$1F,$03,$3F | Nasty | ||||||||
E7C4 | DEFB $0F,$03,$00,$0C,$00,$30,$00,$C0,$00 | Ramp | ||||||||
E7CD | DEFB $16,$AA,$54,$AA,$54,$28,$10,$28,$10 | Conveyor | ||||||||
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
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E7D6 | DEFB $00 | Direction (left) | ||||||||
E7D7 | DEFW $5F69 | Location in the attribute buffer at 5E00: (11,9) | ||||||||
E7D9 | DEFB $0E | Length | ||||||||
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
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E7DA | DEFB $01 | Direction (up to the right) | ||||||||
E7DB | DEFW $5F52 | Location in the attribute buffer at 5E00: (10,18) | ||||||||
E7DD | DEFB $06 | Length | ||||||||
The next byte is copied to 80DE and specifies the border colour.
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E7DE | DEFB $02 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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E7DF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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E7E1 | 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.
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E7E9 | DEFB $28 | Room to the left (Dr Jones will never believe this) | ||||||||
E7EA | DEFB $26 | Room to the right (Priests' Hole) | ||||||||
E7EB | DEFB $0E | Room above (Rescue Esmerelda) | ||||||||
E7EC | DEFB $00 | Room below (The Off Licence) | ||||||||
The next three bytes are copied to 80ED, but are not used.
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E7ED | 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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E7F0 | DEFB $1A,$08 | Guardian no. 0x1A (horizontal), base sprite 0, initial x=8 (A0D0) | ||||||||
E7F2 | DEFB $FF,$00 | Terminator (A3F8) | ||||||||
E7F4 | DEFB $00,$00 | Nothing (A000) | ||||||||
E7F6 | DEFB $00,$00 | Nothing (A000) | ||||||||
E7F8 | DEFB $00,$00 | Nothing (A000) | ||||||||
E7FA | DEFB $00,$00 | Nothing (A000) | ||||||||
E7FC | DEFB $00,$00 | Nothing (A000) | ||||||||
E7FE | DEFB $00,$00 | Nothing (A000) |
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