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FA00: Room 0x3A: The Beach (teleport: 24569)
Used by the routine at 8912.
the_beach
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.
FA00 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
FA08 DEFB $00,$00,$00,$00,$00,$00,$00,$00
FA10 DEFB $00,$00,$00,$00,$00,$00,$00,$00
FA18 DEFB $00,$00,$00,$00,$00,$00,$00,$00
FA20 DEFB $00,$00,$00,$00,$00,$00,$00,$00
FA28 DEFB $00,$00,$00,$00,$00,$00,$00,$00
FA30 DEFB $00,$00,$00,$00,$00,$00,$00,$00
FA38 DEFB $00,$00,$00,$00,$00,$00,$00,$00
FA40 DEFB $00,$00,$00,$00,$00,$00,$AA,$AA
FA48 DEFB $00,$00,$00,$00,$00,$00,$AA,$AA
FA50 DEFB $AA,$A0,$00,$00,$00,$00,$AA,$AA
FA58 DEFB $00,$00,$00,$00,$00,$00,$AA,$AA
FA60 DEFB $00,$00,$00,$00,$00,$00,$AA,$AA
FA68 DEFB $00,$00,$00,$00,$00,$00,$AA,$AA
FA70 DEFB $00,$05,$D5,$75,$5D,$75,$AA,$AA
FA78 DEFB $00,$15,$55,$55,$55,$55,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
FA80 DEFM " The Beach " 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.
background58 floor58 wall58 nasty58 ramp58 conveyor58
FAA0 DEFB $0D,$00,$00,$00,$00,$00,$00,$00,$00 Background
FAA9 DEFB $32,$00,$00,$40,$04,$00,$10,$00,$01 Floor
FAB2 DEFB $2A,$44,$00,$92,$24,$80,$28,$82,$50 Wall
FABB DEFB $30,$42,$81,$E7,$81,$5A,$7E,$3C,$42 Nasty
FAC4 DEFB $0E,$01,$03,$07,$0F,$1E,$37,$7F,$FB Ramp
FACD DEFB $2C,$4E,$AA,$00,$40,$40,$44,$AA,$FF Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
FAD6 DEFB $00 Direction (left)
FAD7 DEFW $5FE0 Location in the attribute buffer at 5E00: (15,0)
FAD9 DEFB $05 Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
FADA DEFB $01 Direction (up to the right)
FADB DEFW $5FC5 Location in the attribute buffer at 5E00: (14,5)
FADD DEFB $01 Length
The next byte is copied to 80DE and specifies the border colour.
FADE DEFB $02 Border colour
The next two bytes are copied to 80DF, but are not used.
FADF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item58
FAE1 DEFB $04,$05,$0B,$0B,$17,$37,$6F,$EF Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
FAE9 DEFB $3B Room to the left (The Yacht)
FAEA DEFB $33 Room to the right (Tool  Shed)
FAEB DEFB $3A Room above (The Beach)
FAEC DEFB $00 Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
FAED 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.
FAF0 DEFB $01,$0E Rope at x=14 (A008)
FAF2 DEFB $3C,$54 Arrow flying left to right at pixel y-coordinate 42 (A1E0)
FAF4 DEFB $FF,$00 Terminator (A3F8)
FAF6 DEFB $00,$00 Nothing (A000)
FAF8 DEFB $00,$00 Nothing (A000)
FAFA DEFB $00,$00 Nothing (A000)
FAFC DEFB $00,$00 Nothing (A000)
FAFE DEFB $00,$00 Nothing (A000)
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