Data |
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F100 | DEFB $00,$00,$00,$00,$00,$0C,$02,$AA | Room layout | |||
F108 | DEFB $00,$00,$00,$00,$00,$00,$02,$AA | ||||
F110 | DEFB $55,$40,$00,$00,$00,$00,$02,$AA | ||||
F118 | DEFB $00,$00,$00,$00,$00,$00,$00,$2A | ||||
F120 | DEFB $00,$00,$00,$00,$00,$00,$00,$2A | ||||
F128 | DEFB $AA,$A8,$00,$41,$00,$15,$56,$AA | ||||
F130 | DEFB $AA,$00,$00,$00,$00,$00,$00,$2A | ||||
F138 | DEFB $AA,$00,$00,$00,$00,$00,$00,$2A | ||||
F140 | DEFB $AA,$A8,$00,$41,$00,$55,$56,$AA | ||||
F148 | DEFB $A0,$00,$00,$00,$00,$00,$00,$2A | ||||
F150 | DEFB $A0,$00,$00,$00,$00,$00,$00,$2A | ||||
F158 | DEFB $AA,$A8,$00,$41,$01,$55,$55,$55 | ||||
F160 | DEFB $AA,$00,$00,$C3,$03,$00,$00,$00 | ||||
F168 | DEFB $AA,$00,$00,$00,$00,$00,$0A,$AA | ||||
F170 | DEFB $AA,$A8,$00,$00,$00,$00,$2A,$AA | ||||
F178 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA | ||||
The next 32 bytes are copied to 8080 and specify the room name.
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F180 | DEFM " The Wine Cellar " | Room name | |||
F1A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background | |||
F1A9 | DEFB $42,$FF,$18,$E7,$10,$C7,$38,$00,$00 | Floor | |||
F1B2 | DEFB $29,$0A,$41,$28,$05,$A0,$14,$82,$50 | Wall | |||
F1BB | DEFB $46,$24,$24,$24,$5A,$DB,$BD,$C3,$7E | Nasty | |||
F1C4 | DEFB $07,$03,$03,$0D,$0E,$35,$3A,$D5,$EA | Ramp | |||
F1CD | DEFB $0D,$AA,$55,$AA,$55,$AA,$55,$AA,$55 | Conveyor | |||
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
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F1D6 | DEFB $01 | Direction (right) | |||
F1D7 | DEFW $5F9B | Location in the attribute buffer at 5E00: (12,27) | |||
F1D9 | DEFB $05 | Length | |||
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
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F1DA | DEFB $01 | Direction (up to the right) | |||
F1DB | DEFW $5FD8 | Location in the attribute buffer at 5E00: (14,24) | |||
F1DD | DEFB $03 | Length | |||
The next byte is copied to 80DE and specifies the border colour.
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F1DE | DEFB $04 | Border colour | |||
The next two bytes are copied to 80DF, but are not used.
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F1DF | DEFB $00,$00 | Unused | |||
The next eight bytes are copied to 80E1 and define the item graphic.
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F1E1 | DEFB $00,$19,$F9,$1F,$00,$19,$FF,$1F | 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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F1E9 | DEFB $33 | Room to the left (Tool Shed) | |||
F1EA | DEFB $13 | Room to the right (The Forgotten Abbey) | |||
F1EB | DEFB $34 | Room above (Back Stairway) | |||
F1EC | DEFB $00 | Room below (The Off Licence) | |||
The next three bytes are copied to 80ED, but are not used.
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F1ED | 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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F1F0 | DEFB $34,$10 | Guardian no. 0x34 (horizontal), base sprite 0, initial x=16 (A1A0) | |||
F1F2 | DEFB $40,$19 | Guardian no. 0x40 (horizontal), base sprite 0, initial x=25 (A200) | |||
F1F4 | DEFB $41,$09 | Guardian no. 0x41 (horizontal), base sprite 0, initial x=9 (A208) | |||
F1F6 | DEFB $42,$13 | Guardian no. 0x42 (horizontal), base sprite 0, initial x=19 (A210) | |||
F1F8 | DEFB $FF,$00 | Terminator (A3F8) | |||
F1FA | DEFB $00,$00 | Nothing (A000) | |||
F1FC | DEFB $00,$00 | Nothing (A000) | |||
F1FE | DEFB $00,$00 | Nothing (A000) |
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