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FB00: Room 0x3B: The Yacht (teleport: 124569)
Used by the routine at 8912.
the_yacht
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.
FB00 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
FB08 DEFB $00,$00,$00,$00,$00,$00,$00,$00
FB10 DEFB $00,$00,$00,$00,$00,$00,$00,$00
FB18 DEFB $00,$00,$00,$00,$00,$00,$00,$00
FB20 DEFB $00,$00,$00,$00,$00,$00,$00,$00
FB28 DEFB $55,$60,$00,$00,$00,$00,$00,$00
FB30 DEFB $00,$20,$00,$00,$00,$00,$00,$00
FB38 DEFB $00,$20,$00,$00,$00,$00,$00,$00
FB40 DEFB $00,$20,$00,$00,$00,$00,$00,$00
FB48 DEFB $00,$20,$03,$03,$00,$C0,$00,$00
FB50 DEFB $55,$6A,$AA,$AA,$AA,$81,$55,$55
FB58 DEFB $01,$00,$00,$00,$02,$81,$00,$00
FB60 DEFB $01,$00,$00,$00,$02,$81,$00,$00
FB68 DEFB $01,$00,$00,$00,$02,$81,$00,$00
FB70 DEFB $01,$00,$00,$00,$02,$80,$00,$00
FB78 DEFB $AA,$AA,$AA,$AA,$AA,$80,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
FB80 DEFM " The Yacht " 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.
background59 floor59 wall59 nasty59 ramp59 conveyor59
FBA0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
FBA9 DEFB $06,$BB,$DD,$DD,$EE,$00,$00,$00,$00 Floor
FBB2 DEFB $3D,$BB,$77,$EE,$DD,$BB,$77,$EE,$DD Wall
FBBB DEFB $42,$7E,$BF,$BF,$6E,$2C,$2C,$AD,$FF Nasty
FBC4 DEFB $07,$80,$40,$20,$10,$08,$04,$02,$01 Ramp
FBCD DEFB $0D,$E0,$AA,$38,$01,$83,$C7,$7C,$10 Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
FBD6 DEFB $00 Direction (left)
FBD7 DEFW $5FF5 Location in the attribute buffer at 5E00: (15,21)
FBD9 DEFB $0B Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
FBDA DEFB $00 Direction (up to the left)
FBDB DEFW $5F2A Location in the attribute buffer at 5E00: (9,10)
FBDD DEFB $05 Length
The next byte is copied to 80DE and specifies the border colour.
FBDE DEFB $05 Border colour
The next two bytes are copied to 80DF, but are not used.
FBDF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item59
FBE1 DEFB $CE,$F1,$B9,$D5,$EF,$D7,$BB,$FF Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
FBE9 DEFB $3C Room to the left (The Bow)
FBEA DEFB $3A Room to the right (The Beach)
FBEB DEFB $00 Room above (The Off Licence)
FBEC DEFB $00 Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
FBED 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.
FBF0 DEFB $35,$08 Guardian no. 0x35 (horizontal), base sprite 0, initial x=8 (A1A8)
FBF2 DEFB $1B,$15 Guardian no. 0x1B (vertical), base sprite 0, x=21 (A0D8)
FBF4 DEFB $FF,$11 Terminator (A3F8)
FBF6 DEFB $00,$00 Nothing (A000)
FBF8 DEFB $00,$00 Nothing (A000)
FBFA DEFB $00,$00 Nothing (A000)
FBFC DEFB $00,$00 Nothing (A000)
FBFE DEFB $00,$00 Nothing (A000)
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