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EA00: Room 0x2A: Under the Roof (teleport: 2469)
Used by the routine at 8912.
under_the_roof
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.
EA00 DEFB $00,$00,$00,$FF,$FF,$FF,$FF,$F0 Room layout
EA08 DEFB $00,$00,$00,$00,$C3,$FC,$30,$00
EA10 DEFB $00,$00,$00,$03,$F3,$FC,$FC,$00
EA18 DEFB $00,$00,$00,$00,$00,$F0,$00,$00
EA20 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EA28 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EA30 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EA38 DEFB $AA,$55,$00,$00,$00,$00,$00,$00
EA40 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EA48 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EA50 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EA58 DEFB $00,$00,$00,$A0,$00,$01,$40,$00
EA60 DEFB $00,$00,$50,$A0,$01,$00,$00,$00
EA68 DEFB $55,$50,$00,$A0,$40,$00,$00,$00
EA70 DEFB $54,$00,$01,$A0,$00,$00,$00,$00
EA78 DEFB $00,$00,$00,$A0,$00,$40,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
EA80 DEFM " Under the Roof " 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.
background42 floor42 wall42 nasty42 ramp42 conveyor42
EAA0 DEFB $08,$00,$00,$00,$00,$00,$00,$00,$00 Background
EAA9 DEFB $0C,$B5,$AA,$55,$4A,$25,$42,$01,$02 Floor
EAB2 DEFB $1E,$66,$B6,$6D,$BB,$66,$B9,$6D,$B6 Wall
EABB DEFB $F5,$66,$AA,$5F,$BC,$63,$AC,$6B,$A4 Nasty
EAC4 DEFB $0F,$01,$02,$04,$28,$10,$28,$40,$80 Ramp
EACD DEFB $0E,$A5,$AA,$BD,$66,$66,$66,$66,$66 Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
EAD6 DEFB $01 Direction (right)
EAD7 DEFW $5ECC Location in the attribute buffer at 5E00: (6,12)
EAD9 DEFB $14 Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
EADA DEFB $01 Direction (up to the right)
EADB DEFW $5EC4 Location in the attribute buffer at 5E00: (6,4)
EADD DEFB $07 Length
The next byte is copied to 80DE and specifies the border colour.
EADE DEFB $02 Border colour
The next two bytes are copied to 80DF, but are not used.
EADF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item42
EAE1 DEFB $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF Item graphic (unused)
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
EAE9 DEFB $2B Room to the left (Conservatory Roof)
EAEA DEFB $29 Room to the right (The Attic)
EAEB DEFB $30 Room above (Nomen Luni)
EAEC DEFB $24 Room below (A bit of tree)
The next three bytes are copied to 80ED, but are not used.
EAED 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.
EAF0 DEFB $37,$04 Guardian no. 0x37 (horizontal), base sprite 0, initial x=4 (A1B8)
EAF2 DEFB $27,$10 Guardian no. 0x27 (horizontal), base sprite 0, initial x=16 (A138)
EAF4 DEFB $3C,$C2 Arrow flying left to right at pixel y-coordinate 97 (A1E0)
EAF6 DEFB $FF,$00 Terminator (A3F8)
EAF8 DEFB $00,$00 Nothing (A000)
EAFA DEFB $00,$00 Nothing (A000)
EAFC DEFB $00,$00 Nothing (A000)
EAFE DEFB $00,$00 Nothing (A000)
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