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FC00: Room 0x3C: The Bow (teleport: 34569)
Used by the routine at 8912.
the_bow
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.
FC00 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
FC08 DEFB $00,$00,$00,$00,$00,$00,$00,$00
FC10 DEFB $00,$00,$00,$00,$00,$00,$00,$00
FC18 DEFB $00,$00,$00,$00,$00,$00,$00,$00
FC20 DEFB $00,$00,$00,$00,$00,$00,$00,$00
FC28 DEFB $00,$00,$00,$00,$00,$01,$55,$55
FC30 DEFB $00,$00,$00,$00,$00,$00,$80,$00
FC38 DEFB $00,$00,$00,$00,$04,$00,$80,$00
FC40 DEFB $00,$00,$00,$00,$00,$00,$90,$00
FC48 DEFB $00,$00,$00,$00,$00,$00,$80,$00
FC50 DEFB $00,$00,$00,$15,$55,$55,$55,$55
FC58 DEFB $00,$00,$00,$00,$00,$00,$00,$00
FC60 DEFB $00,$00,$00,$00,$00,$00,$00,$00
FC68 DEFB $00,$00,$00,$00,$00,$00,$00,$00
FC70 DEFB $00,$00,$00,$00,$00,$00,$00,$00
FC78 DEFB $FF,$FF,$FF,$FF,$C0,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
FC80 DEFM " The Bow " 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.
background60 floor60 wall60 nasty60 ramp60 conveyor60
FCA0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
FCA9 DEFB $44,$FF,$AA,$55,$FF,$00,$00,$00,$00 Floor
FCB2 DEFB $3D,$C9,$C9,$C9,$C9,$C9,$C9,$C9,$C9 Wall
FCBB DEFB $4F,$40,$82,$52,$00,$00,$00,$00,$00 Nasty
FCC4 DEFB $07,$80,$40,$20,$10,$08,$04,$02,$01 Ramp
FCCD DEFB $0E,$FF,$AA,$AA,$00,$AA,$FF,$00,$00 Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
FCD6 DEFB $01 Direction (right)
FCD7 DEFW $5FF1 Location in the attribute buffer at 5E00: (15,17)
FCD9 DEFB $0F Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
FCDA DEFB $00 Direction (up to the left)
FCDB DEFW $5FD0 Location in the attribute buffer at 5E00: (14,16)
FCDD DEFB $06 Length
The next byte is copied to 80DE and specifies the border colour.
FCDE DEFB $05 Border colour
The next two bytes are copied to 80DF, but are not used.
FCDF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item60
FCE1 DEFB $48,$39,$26,$DA,$5B,$64,$9C,$12 Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
FCE9 DEFB $00 Room to the left (The Off Licence)
FCEA DEFB $3B Room to the right (The Yacht)
FCEB DEFB $00 Room above (The Off Licence)
FCEC DEFB $00 Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
FCED 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.
FCF0 DEFB $69,$17 Guardian no. 0x69 (horizontal), base sprite 0, initial x=23 (A348)
FCF2 DEFB $6E,$14 Guardian no. 0x6E (horizontal), base sprite 0, initial x=20 (A370)
FCF4 DEFB $FF,$00 Terminator (A3F8)
FCF6 DEFB $00,$00 Nothing (A000)
FCF8 DEFB $00,$00 Nothing (A000)
FCFA DEFB $00,$00 Nothing (A000)
FCFC DEFB $00,$00 Nothing (A000)
FCFE DEFB $00,$00 Nothing (A000)
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