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F000: Room 0x30: Nomen Luni (teleport: 569)
Used by the routine at 8912.
nomen_luni
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.
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.
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.
background48 floor48 wall48 nasty48 ramp48 conveyor48
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.
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.
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.
F0DE DEFB $02 Border colour
The next two bytes are copied to 80DF, but are not used.
F0DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item48
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.
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.
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.
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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