Data |
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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.
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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.
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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.
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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.
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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.
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EBDE | DEFB $05 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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EBDF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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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.
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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.
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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.
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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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