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B000: Central Cavern (teleport: 6)
Used by the routine at 8684.
The first 512 bytes are the attributes that define the layout of the cavern.
B000 DEFB $16,$00,$00,$00,$00,$00,$00,$00 Attributes
B008 DEFB $00,$00,$00,$05,$00,$00,$00,$00
B010 DEFB $05,$00,$00,$00,$00,$00,$00,$00
B018 DEFB $00,$00,$00,$00,$00,$00,$00,$16
B020 DEFB $16,$00,$00,$00,$00,$00,$00,$00
B028 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B030 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B038 DEFB $00,$00,$00,$00,$00,$00,$00,$16
B040 DEFB $16,$00,$00,$00,$00,$00,$00,$00
B048 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B050 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B058 DEFB $00,$00,$00,$00,$00,$00,$00,$16
B060 DEFB $16,$00,$00,$00,$00,$00,$00,$00
B068 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B070 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B078 DEFB $00,$00,$00,$00,$00,$00,$00,$16
B080 DEFB $16,$00,$00,$00,$00,$00,$00,$00
B088 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B090 DEFB $00,$00,$00,$00,$00,$00,$00,$44
B098 DEFB $00,$00,$00,$44,$00,$00,$00,$16
B0A0 DEFB $16,$42,$42,$42,$42,$42,$42,$42
B0A8 DEFB $42,$42,$42,$42,$42,$42,$02,$02
B0B0 DEFB $02,$02,$42,$02,$02,$02,$02,$42
B0B8 DEFB $42,$42,$42,$42,$42,$42,$42,$16
B0C0 DEFB $16,$00,$00,$00,$00,$00,$00,$00
B0C8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B0D0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B0D8 DEFB $00,$00,$00,$00,$00,$00,$00,$16
B0E0 DEFB $16,$42,$42,$42,$00,$00,$00,$00
B0E8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B0F0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B0F8 DEFB $00,$00,$00,$00,$00,$00,$00,$16
B100 DEFB $16,$00,$00,$00,$00,$00,$00,$00
B108 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B110 DEFB $00,$16,$16,$16,$00,$44,$00,$00
B118 DEFB $00,$00,$00,$00,$00,$00,$00,$16
B120 DEFB $16,$42,$42,$42,$42,$00,$00,$00
B128 DEFB $04,$04,$04,$04,$04,$04,$04,$04
B130 DEFB $04,$04,$04,$04,$04,$04,$04,$04
B138 DEFB $04,$04,$04,$04,$00,$00,$00,$16
B140 DEFB $16,$00,$00,$00,$00,$00,$00,$00
B148 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B150 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B158 DEFB $00,$00,$00,$00,$00,$42,$42,$16
B160 DEFB $16,$00,$00,$00,$00,$00,$00,$00
B168 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B170 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B178 DEFB $00,$00,$00,$00,$00,$00,$00,$16
B180 DEFB $16,$00,$00,$00,$00,$00,$00,$00
B188 DEFB $00,$00,$00,$00,$44,$00,$00,$00
B190 DEFB $00,$00,$00,$00,$16,$16,$16,$02
B198 DEFB $02,$02,$02,$02,$42,$42,$42,$16
B1A0 DEFB $16,$00,$00,$00,$00,$42,$42,$42
B1A8 DEFB $42,$42,$42,$42,$42,$42,$42,$42
B1B0 DEFB $42,$42,$42,$42,$00,$00,$00,$00
B1B8 DEFB $00,$00,$00,$00,$00,$00,$00,$16
B1C0 DEFB $16,$00,$00,$00,$00,$00,$00,$00
B1C8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B1D0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B1D8 DEFB $00,$00,$00,$00,$00,$00,$00,$16
B1E0 DEFB $16,$42,$42,$42,$42,$42,$42,$42
B1E8 DEFB $42,$42,$42,$42,$42,$42,$42,$42
B1F0 DEFB $42,$42,$42,$42,$42,$42,$42,$42
B1F8 DEFB $42,$42,$42,$42,$42,$42,$42,$16
The next 32 bytes are copied to 8000 and specify the cavern name.
B200 DEFM " Central Cavern " Cavern name
The next 72 bytes are copied to 8020 and contain the attributes and graphic data for the tiles used to build the cavern.
background_0 floor_0 crumbling_floor_0 wall_0 conveyor_0 nasty1_0 nasty2_0 extra_0
B220 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
B229 DEFB $42,$FF,$FF,$DB,$6E,$C5,$40,$00,$00 Floor
B232 DEFB $02,$FF,$DB,$A5,$24,$52,$20,$08,$00 Crumbling floor
B23B DEFB $16,$22,$FF,$88,$FF,$22,$FF,$88,$FF Wall
B244 DEFB $04,$F0,$66,$F0,$66,$00,$99,$FF,$00 Conveyor
B24D DEFB $44,$44,$28,$94,$51,$35,$D6,$58,$10 Nasty 1
B256 DEFB $05,$FF,$FE,$7E,$7C,$4C,$4C,$08,$08 Nasty 2
B25F DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Extra (unused)
The next seven bytes are copied to 8068-806E and specify Miner Willy's initial location and appearance in the cavern.
B268 DEFB $D0 Pixel y-coordinate * 2 (see 8068)
B269 DEFB $00 Animation frame (see 8069)
B26A DEFB $00 Direction and movement flags: facing right (see 806A)
B26B DEFB $00 Airborne status indicator (see 806B)
B26C DEFW $5DA2 Location in the attribute buffer at 5C00: (13,2) (see 806C)
B26E DEFB $00 Jumping animation counter (see 806E)
The next four bytes are copied to 806F and specify the direction, location and length of the conveyor.
B26F DEFB $00 Direction (left)
B270 DEFW $7828 Location in the screen buffer at 7000: (9,8)
B272 DEFB $14 Length
The next byte is copied to 8073 and specifies the border colour.
B273 DEFB $02 Border colour
The next byte is copied to 8074, but is not used.
B274 DEFB $00 Unused
The next 25 bytes are copied to 8075 and specify the location and initial colour of the items in the cavern.
B275 DEFB $03 Item 1 at (0,9)
B276 DEFW $5C09
B278 DEFB $60
B27A DEFB $04 Item 2 at (0,29)
B27D DEFB $60
B27F DEFB $05 Item 3 at (1,16)
B280 DEFW $5C30
B282 DEFB $60
B284 DEFB $06 Item 4 at (4,24)
B285 DEFW $5C98
B287 DEFB $60
B289 DEFB $03 Item 5 at (6,30)
B28C DEFB $60
B28E DEFB $FF Terminator
The next 37 bytes are copied to 808F and define the portal graphic and its location.
B28F DEFB $0E Attribute
B290 DEFB $FF,$FF,$92,$49,$B6,$DB,$FF,$FF Graphic data
B298 DEFB $92,$49,$B6,$DB,$FF,$FF,$92,$49
B2A0 DEFB $B6,$DB,$FF,$FF,$92,$49,$B6,$DB
B2A8 DEFB $FF,$FF,$92,$49,$B6,$DB,$FF,$FF
B2B0 DEFW $5DBD Location in the attribute buffer at 5C00: (13,29)
B2B2 DEFW $68BD Location in the screen buffer at 6000: (13,29)
The next eight bytes are copied to 80B4 and define the item graphic.
B2B4 DEFB $30,$48,$88,$90,$68,$04,$0A,$04 Item graphic data
The next byte is copied to 80BC and specifies the initial air supply in the cavern.
The next byte is copied to 80BD and initialises the game clock.
B2BD DEFB $FC Game clock
The next 28 bytes are copied to 80BE and define the horizontal guardians.
B2BE DEFB $46 Horizontal guardian 1: y=7, initial x=8, 8<=x<=15, speed=normal
B2C1 DEFB $60
B2C2 DEFB $00
B2C5 DEFB $FF,$00,$00,$00,$00,$00,$00 Horizontal guardian 2 (unused)
B2CC DEFB $00,$00,$00,$00,$00,$00,$00 Horizontal guardian 3 (unused)
B2D3 DEFB $00,$00,$00,$00,$00,$00,$00 Horizontal guardian 4 (unused)
B2DA DEFB $FF Terminator
The next two bytes are copied to 80DB and 80DC but are not used.
B2DB DEFB $00,$00 Unused
The next byte is copied to 80DD and indicates that there are no vertical guardians in this cavern.
B2DD DEFB $FF Terminator
The next two bytes are unused.
B2DE DEFB $00,$00 Unused
The next 32 bytes define the swordfish graphic that appears in The Final Barrier when the game is completed.
B2E0 DEFB $02,$A0,$05,$43,$1F,$E4,$73,$FF Swordfish graphic data
B2E8 DEFB $F2,$F8,$1F,$3F,$FF,$E4,$3F,$C3
B2F0 DEFB $00,$00,$01,$00,$39,$FC,$6F,$02
B2F8 DEFB $51,$01,$7F,$FE,$39,$FC,$01,$00
The next 256 bytes are copied to 8100 and define the guardian graphics.
central_cavern_guardian0 central_cavern_guardian1 central_cavern_guardian2 central_cavern_guardian3 central_cavern_guardian4 central_cavern_guardian5 central_cavern_guardian6 central_cavern_guardian7
B300 DEFB $1F,$20,$39,$E0,$19,$E0,$0F,$20 Guardian graphic data
B308 DEFB $9F,$00,$5F,$80,$FF,$C0,$5E,$00
B310 DEFB $9F,$C0,$1F,$80,$0E,$00,$1F,$00
B318 DEFB $BB,$A0,$71,$C0,$20,$80,$11,$00
B320 DEFB $07,$C4,$0E,$7C,$06,$7C,$23,$C4
B328 DEFB $17,$C0,$17,$E0,$3F,$F0,$17,$F0
B330 DEFB $17,$F0,$27,$E0,$03,$80,$03,$80
B338 DEFB $06,$C0,$06,$C0,$1C,$70,$06,$C0
B340 DEFB $01,$F2,$03,$9E,$01,$9E,$00,$F2
B348 DEFB $09,$F0,$05,$F8,$0F,$FC,$05,$E0
B350 DEFB $09,$FC,$01,$F8,$00,$E0,$00,$E0
B358 DEFB $00,$E0,$00,$E0,$00,$E0,$01,$F0
B360 DEFB $00,$7D,$00,$E7,$00,$67,$00,$3D
B368 DEFB $00,$7C,$00,$7F,$03,$FC,$00,$78
B370 DEFB $00,$7C,$00,$7F,$00,$38,$00,$38
B378 DEFB $00,$6C,$00,$6C,$01,$C7,$00,$6C
B380 DEFB $BE,$00,$E7,$00,$E6,$00,$BC,$00
B388 DEFB $3E,$00,$FE,$00,$3F,$C0,$1E,$00
B390 DEFB $3E,$00,$FE,$00,$1C,$00,$1C,$00
B398 DEFB $36,$00,$36,$00,$E3,$80,$36,$00
B3A0 DEFB $4F,$80,$79,$C0,$79,$80,$4F,$00
B3A8 DEFB $0F,$90,$1F,$A0,$3F,$F0,$07,$A0
B3B0 DEFB $3F,$90,$1F,$80,$07,$00,$07,$00
B3B8 DEFB $07,$00,$07,$00,$07,$00,$0F,$80
B3C0 DEFB $23,$E0,$3E,$70,$3E,$60,$23,$C4
B3C8 DEFB $03,$E8,$07,$E8,$0F,$FC,$0F,$E8
B3D0 DEFB $0F,$E8,$07,$E4,$01,$C0,$01,$C0
B3D8 DEFB $03,$60,$03,$60,$0E,$38,$03,$60
B3E0 DEFB $04,$F8,$07,$9C,$07,$98,$04,$F0
B3E8 DEFB $00,$F9,$01,$FA,$03,$FF,$00,$7A
B3F0 DEFB $03,$F9,$01,$F8,$00,$70,$00,$F8
B3F8 DEFB $05,$DD,$03,$8E,$01,$04,$00,$88
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