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F800: Room 0x38: West Wing Roof (teleport: 4569)
Used by the routine at 8912.
west_wing_roof
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.
F800 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
F808 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F810 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F818 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F820 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F828 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F830 DEFB $55,$A0,$00,$00,$00,$00,$00,$00
F838 DEFB $00,$A0,$30,$30,$0C,$0C,$03,$00
F840 DEFB $00,$A5,$55,$55,$55,$55,$55,$55
F848 DEFB $00,$A0,$00,$00,$00,$00,$00,$00
F850 DEFB $00,$A0,$00,$00,$00,$00,$00,$00
F858 DEFB $50,$A0,$00,$00,$00,$00,$00,$00
F860 DEFB $00,$A0,$00,$00,$00,$00,$00,$00
F868 DEFB $01,$A0,$00,$00,$00,$00,$00,$00
F870 DEFB $00,$A0,$00,$00,$00,$00,$00,$00
F878 DEFB $04,$A5,$55,$55,$55,$55,$55,$05
The next 32 bytes are copied to 8080 and specify the room name.
F880 DEFM " West Wing 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.
background56 floor56 wall56 nasty56 ramp56 conveyor56
F8A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
F8A9 DEFB $03,$FF,$AA,$FF,$A4,$A4,$A7,$E4,$3C Floor
F8B2 DEFB $25,$E1,$84,$1E,$48,$E1,$84,$1E,$48 Wall
F8BB DEFB $42,$18,$3C,$7E,$FF,$AF,$55,$3A,$10 Nasty
F8C4 DEFB $07,$03,$00,$0C,$00,$30,$00,$C0,$00 Ramp
F8CD 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.
F8D6 DEFB $00 Direction (left)
F8D7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
F8D9 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.
F8DA DEFB $01 Direction (up to the right)
F8DB DEFW $5FFC Location in the attribute buffer at 5E00: (15,28)
F8DD DEFB $04 Length
The next byte is copied to 80DE and specifies the border colour.
F8DE DEFB $01 Border colour
The next two bytes are copied to 80DF, but are not used.
F8DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item56
F8E1 DEFB $00,$00,$00,$0A,$0D,$3C,$F2,$C0 Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
F8E9 DEFB $39 Room to the left (Above the West Bedroom)
F8EA DEFB $25 Room to the right (Orangery)
F8EB DEFB $00 Room above (The Off Licence)
F8EC DEFB $36 Room below (West  Wing)
The next three bytes are copied to 80ED, but are not used.
F8ED 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.
F8F0 DEFB $34,$13 Guardian no. 0x34 (horizontal), base sprite 0, initial x=19 (A1A0)
F8F2 DEFB $1C,$14 Guardian no. 0x1C (horizontal), base sprite 0, initial x=20 (A0E0)
F8F4 DEFB $3C,$54 Arrow flying left to right at pixel y-coordinate 42 (A1E0)
F8F6 DEFB $FF,$00 Terminator (A3F8)
F8F8 DEFB $00,$00 Nothing (A000)
F8FA DEFB $00,$00 Nothing (A000)
F8FC DEFB $00,$00 Nothing (A000)
F8FE DEFB $00,$00 Nothing (A000)
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