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F900: Room 0x39: Above the West Bedroom (teleport: 14569)
Used by the routine at 8912.
above_the_west_bedroom
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.
Input
Output
F900 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
F908 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F910 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F918 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F920 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F928 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F930 DEFB $00,$00,$00,$00,$00,$00,$15,$55
F938 DEFB $00,$00,$00,$00,$00,$00,$D0,$00
F940 DEFB $00,$00,$00,$00,$00,$03,$10,$00
F948 DEFB $00,$00,$00,$00,$00,$0C,$10,$00
F950 DEFB $00,$00,$00,$00,$00,$30,$10,$00
F958 DEFB $00,$00,$00,$00,$01,$55,$55,$55
F960 DEFB $00,$00,$00,$00,$03,$00,$00,$00
F968 DEFB $00,$00,$04,$00,$0C,$00,$00,$00
F970 DEFB $00,$00,$00,$00,$A0,$00,$00,$00
F978 DEFB $00,$00,$10,$00,$A0,$55,$55,$00
The next 32 bytes are copied to 8080 and specify the room name.
F980 DEFM " Above the West Bedroom " 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.
background57 floor57 wall57 nasty57 ramp57 conveyor57
F9A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
F9A9 DEFB $04,$F7,$AA,$55,$EF,$00,$00,$00,$00 Floor
F9B2 DEFB $23,$AA,$55,$AA,$55,$AA,$55,$AA,$55 Wall
F9BB DEFB $06,$30,$60,$C0,$80,$00,$00,$00,$00 Nasty
F9C4 DEFB $07,$01,$00,$06,$09,$13,$06,$6C,$98 Ramp
F9CD 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.
F9D6 DEFB $00 Direction (left)
F9D7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
F9D9 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.
F9DA DEFB $01 Direction (up to the right)
F9DB DEFW $5FB1 Location in the attribute buffer at 5E00: (13,17)
F9DD DEFB $08 Length
The next byte is copied to 80DE and specifies the border colour.
F9DE DEFB $02 Border colour
The next two bytes are copied to 80DF, but are not used.
F9DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item57
F9E1 DEFB $08,$10,$20,$21,$12,$AC,$40,$20 Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
F9E9 DEFB $00 Room to the left (The Off Licence)
F9EA DEFB $38 Room to the right (West Wing Roof)
F9EB DEFB $00 Room above (The Off Licence)
F9EC DEFB $37 Room below (West Bedroom)
The next three bytes are copied to 80ED, but are not used.
F9ED 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.
F9F0 DEFB $07,$CB Guardian no. 0x07 (vertical), base sprite 6, x=11 (A038)
F9F2 DEFB $33,$4E Guardian no. 0x33 (vertical), base sprite 2, x=14 (A198)
F9F4 DEFB $FF,$00 Terminator (A3F8)
F9F6 DEFB $00,$00 Nothing (A000)
F9F8 DEFB $00,$00 Nothing (A000)
F9FA DEFB $00,$00 Nothing (A000)
F9FC DEFB $00,$00 Nothing (A000)
F9FE DEFB $00,$00 Nothing (A000)
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