Data |
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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.
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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.
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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.
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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.
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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.
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FBDE | DEFB $05 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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FBDF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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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.
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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.
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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.
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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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