Data |
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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.
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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.
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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.
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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.
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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.
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FADE | DEFB $02 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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FADF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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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.
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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.
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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.
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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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