Data |
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F300 | DEFB $00,$00,$02,$AA,$A0,$00,$00,$00 | Room layout | |||
F308 | DEFB $00,$00,$0A,$AA,$A0,$00,$00,$00 | ||||
F310 | DEFB $00,$00,$2A,$AA,$AA,$AA,$AA,$AA | ||||
F318 | DEFB $00,$00,$00,$00,$C0,$00,$00,$00 | ||||
F320 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | ||||
F328 | DEFB $00,$00,$00,$00,$00,$00,$00,$AA | ||||
F330 | DEFB $00,$00,$00,$00,$00,$00,$00,$AA | ||||
F338 | DEFB $00,$00,$00,$00,$00,$00,$00,$AA | ||||
F340 | DEFB $AA,$A8,$00,$41,$00,$40,$2A,$AA | ||||
F348 | DEFB $AA,$A8,$00,$00,$00,$00,$2A,$AA | ||||
F350 | DEFB $AA,$A8,$00,$00,$00,$00,$6A,$AA | ||||
F358 | DEFB $AA,$A8,$11,$00,$10,$00,$2A,$AA | ||||
F360 | DEFB $AA,$A8,$00,$00,$00,$40,$2A,$AA | ||||
F368 | DEFB $AA,$A8,$00,$00,$00,$00,$6A,$AA | ||||
F370 | DEFB $AA,$A8,$00,$00,$00,$00,$2A,$AA | ||||
F378 | 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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F380 | DEFM " Tool Shed " | Room name | |||
F3A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background | |||
F3A9 | DEFB $05,$5A,$FF,$22,$44,$22,$40,$00,$00 | Floor | |||
F3B2 | DEFB $1E,$55,$AA,$44,$22,$55,$AA,$44,$22 | Wall | |||
F3BB | DEFB $06,$04,$04,$04,$88,$50,$20,$10,$08 | Nasty | |||
F3C4 | DEFB $07,$03,$03,$0C,$0C,$30,$30,$C0,$C0 | Ramp | |||
F3CD | DEFB $44,$E0,$AA,$00,$66,$66,$66,$66,$66 | Conveyor | |||
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
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F3D6 | DEFB $01 | Direction (right) | |||
F3D7 | DEFW $5FE7 | Location in the attribute buffer at 5E00: (15,7) | |||
F3D9 | DEFB $12 | Length | |||
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
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F3DA | DEFB $01 | Direction (up to the right) | |||
F3DB | DEFW $5EE3 | Location in the attribute buffer at 5E00: (7,3) | |||
F3DD | DEFB $08 | Length | |||
The next byte is copied to 80DE and specifies the border colour.
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F3DE | DEFB $05 | Border colour | |||
The next two bytes are copied to 80DF, but are not used.
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F3DF | DEFB $00,$00 | Unused | |||
The next eight bytes are copied to 80E1 and define the item graphic.
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F3E1 | DEFB $18,$18,$18,$18,$18,$9B,$7F,$3B | 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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F3E9 | DEFB $3A | Room to the left (The Beach) | |||
F3EA | DEFB $31 | Room to the right (The Wine Cellar) | |||
F3EB | DEFB $35 | Room above (Back Door) | |||
F3EC | DEFB $00 | Room below (The Off Licence) | |||
The next three bytes are copied to 80ED, but are not used.
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F3ED | 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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F3F0 | DEFB $34,$10 | Guardian no. 0x34 (horizontal), base sprite 0, initial x=16 (A1A0) | |||
F3F2 | DEFB $62,$09 | Guardian no. 0x62 (horizontal), base sprite 0, initial x=9 (A310) | |||
F3F4 | DEFB $63,$14 | Guardian no. 0x63 (horizontal), base sprite 0, initial x=20 (A318) | |||
F3F6 | DEFB $FF,$00 | Terminator (A3F8) | |||
F3F8 | DEFB $00,$00 | Nothing (A000) | |||
F3FA | DEFB $00,$00 | Nothing (A000) | |||
F3FC | DEFB $00,$00 | Nothing (A000) | |||
F3FE | DEFB $00,$00 | Nothing (A000) |
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