Data |
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F000 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout | ||||||||
F008 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
F010 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
F018 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
F020 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
F028 | DEFB $00,$00,$00,$00,$0A,$AA,$00,$00 | |||||||||
F030 | DEFB $00,$00,$00,$01,$0A,$AA,$00,$50 | |||||||||
F038 | DEFB $00,$00,$00,$00,$00,$A0,$00,$00 | |||||||||
F040 | DEFB $00,$00,$01,$50,$00,$A0,$40,$00 | |||||||||
F048 | DEFB $00,$00,$00,$00,$04,$A0,$00,$0A | |||||||||
F050 | DEFB $00,$00,$00,$00,$00,$A0,$00,$2A | |||||||||
F058 | DEFB $00,$00,$00,$00,$40,$A0,$0A,$A2 | |||||||||
F060 | DEFB $00,$00,$00,$00,$01,$A0,$21,$42 | |||||||||
F068 | DEFB $00,$00,$00,$00,$00,$A0,$00,$0A | |||||||||
F070 | DEFB $00,$00,$00,$AA,$AA,$AA,$AA,$A2 | |||||||||
F078 | DEFB $00,$00,$00,$AA,$AA,$AA,$AA,$A2 | |||||||||
The next 32 bytes are copied to 8080 and specify the room name.
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F080 | DEFM " Nomen Luni " | 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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F0A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background | ||||||||
F0A9 | DEFB $0D,$FF,$22,$44,$88,$55,$22,$00,$00 | Floor | ||||||||
F0B2 | DEFB $F3,$AA,$70,$AA,$6C,$B1,$5F,$AA,$55 | Wall | ||||||||
F0BB | DEFB $06,$55,$A2,$55,$98,$1C,$2A,$45,$8A | Nasty (unused) | ||||||||
F0C4 | DEFB $07,$03,$00,$0C,$00,$34,$0A,$C4,$00 | Ramp | ||||||||
F0CD | 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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F0D6 | DEFB $00 | Direction (left) | ||||||||
F0D7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused) | ||||||||
F0D9 | 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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F0DA | DEFB $01 | Direction (up to the right) | ||||||||
F0DB | DEFW $5FE9 | Location in the attribute buffer at 5E00: (15,9) | ||||||||
F0DD | DEFB $05 | Length | ||||||||
The next byte is copied to 80DE and specifies the border colour.
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F0DE | DEFB $02 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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F0DF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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F0E1 | DEFB $12,$12,$12,$12,$12,$12,$12,$12 | 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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F0E9 | DEFB $00 | Room to the left (The Off Licence) | ||||||||
F0EA | DEFB $12 | Room to the right (On the Roof) | ||||||||
F0EB | DEFB $00 | Room above (The Off Licence) | ||||||||
F0EC | DEFB $2A | Room below (Under the Roof) | ||||||||
The next three bytes are copied to 80ED, but are not used.
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F0ED | 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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F0F0 | DEFB $68,$05 | Guardian no. 0x68 (horizontal), base sprite 0, initial x=5 (A340) | ||||||||
F0F2 | DEFB $6B,$14 | Guardian no. 0x6B (horizontal), base sprite 0, initial x=20 (A358) | ||||||||
F0F4 | DEFB $1D,$90 | Guardian no. 0x1D (vertical), base sprite 4, x=16 (A0E8) | ||||||||
F0F6 | DEFB $0B,$16 | Guardian no. 0x0B (vertical), base sprite 0, x=22 (A058) | ||||||||
F0F8 | DEFB $FF,$00 | Terminator (A3F8) | ||||||||
F0FA | DEFB $00,$00 | Nothing (A000) | ||||||||
F0FC | DEFB $00,$00 | Nothing (A000) | ||||||||
F0FE | DEFB $00,$00 | Nothing (A000) |
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