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| 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 | |||||||||
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The next 32 bytes are copied to 8080 and specify the room name.
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| FC80 | DEFM " The Bow " | Room name | ||||||||
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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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| 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 | ||||||||
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The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
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| FCD6 | DEFB $01 | Direction (right) | ||||||||
| FCD7 | DEFW $5FF1 | Location in the attribute buffer at 5E00: (15,17) | ||||||||
| FCD9 | DEFB $0F | Length | ||||||||
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The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
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| FCDA | DEFB $00 | Direction (up to the left) | ||||||||
| FCDB | DEFW $5FD0 | Location in the attribute buffer at 5E00: (14,16) | ||||||||
| FCDD | DEFB $06 | Length | ||||||||
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The next byte is copied to 80DE and specifies the border colour.
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| FCDE | DEFB $05 | Border colour | ||||||||
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The next two bytes are copied to 80DF, but are not used.
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| FCDF | DEFB $00,$00 | Unused | ||||||||
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The next eight bytes are copied to 80E1 and define the item graphic.
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| FCE1 | DEFB $48,$39,$26,$DA,$5B,$64,$9C,$12 | Item graphic | ||||||||
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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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| 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) | ||||||||
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The next three bytes are copied to 80ED, but are not used.
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| FCED | DEFB $00,$00,$00 | Unused | ||||||||
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The next eight pairs of bytes are copied to 80F0 and specify the entities (ropes, arrows, guardians) in this room.
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| 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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