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EB00: Room 0x2B: Conservatory Roof (teleport: 12469)
Used by the routine at 8912.
conservatory_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.
EB00 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
EB08 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EB10 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EB18 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EB20 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EB28 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EB30 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EB38 DEFB $00,$00,$00,$00,$00,$2A,$AA,$AA
EB40 DEFB $00,$00,$00,$00,$00,$30,$C3,$0C
EB48 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EB50 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EB58 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EB60 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EB68 DEFB $00,$00,$00,$00,$00,$00,$50,$00
EB70 DEFB $00,$00,$00,$00,$00,$00,$05,$55
EB78 DEFB $00,$00,$00,$00,$00,$04,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
EB80 DEFM " Conservatory 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.
background43 floor43 wall43 nasty43 ramp43 conveyor43
EBA0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
EBA9 DEFB $04,$AC,$53,$2A,$D0,$8A,$24,$22,$04 Floor
EBB2 DEFB $05,$F7,$EF,$00,$00,$00,$66,$66,$00 Wall
EBBB DEFB $43,$DA,$D5,$7F,$2E,$11,$1F,$0A,$1B Nasty
EBC4 DEFB $07,$01,$02,$04,$10,$08,$20,$40,$80 Ramp
EBCD DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
EBD6 DEFB $01 Direction (right)
EBD7 DEFW $5FBA Location in the attribute buffer at 5E00: (13,26)
EBD9 DEFB $06 Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
EBDA DEFB $01 Direction (up to the right)
EBDB DEFW $5FEC Location in the attribute buffer at 5E00: (15,12)
EBDD DEFB $09 Length
The next byte is copied to 80DE and specifies the border colour.
EBDE DEFB $05 Border colour
The next two bytes are copied to 80DF, but are not used.
EBDF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item43
EBE1 DEFB $18,$18,$F8,$3C,$7E,$60,$60,$7E Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
EBE9 DEFB $00 Room to the left (The Off Licence)
EBEA DEFB $2A Room to the right (Under the Roof)
EBEB DEFB $00 Room above (The Off Licence)
EBEC DEFB $25 Room below (Orangery)
The next three bytes are copied to 80ED, but are not used.
EBED 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.
EBF0 DEFB $6A,$14 Guardian no. 0x6A (horizontal), base sprite 0, initial x=20 (A350)
EBF2 DEFB $3D,$18 Guardian no. 0x3D (horizontal), base sprite 0, initial x=24 (A1E8)
EBF4 DEFB $FF,$00 Terminator (A3F8)
EBF6 DEFB $00,$00 Nothing (A000)
EBF8 DEFB $00,$00 Nothing (A000)
EBFA DEFB $00,$00 Nothing (A000)
EBFC DEFB $00,$00 Nothing (A000)
EBFE DEFB $00,$00 Nothing (A000)
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