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B400: The Cold Room (teleport: 16)
Used by the routine at 8684.
the_cold_room
The first 512 bytes are the attributes that define the layout of the cavern.
B400 DEFB $16,$08,$08,$08,$08,$08,$08,$08 Attributes
B408 DEFB $08,$08,$08,$08,$08,$08,$08,$08
B410 DEFB $08,$08,$08,$16,$16,$16,$16,$16
B418 DEFB $16,$16,$16,$16,$16,$16,$16,$16
B420 DEFB $16,$08,$08,$08,$08,$08,$08,$08
B428 DEFB $08,$08,$08,$08,$08,$08,$08,$08
B430 DEFB $08,$08,$08,$08,$08,$08,$08,$08
B438 DEFB $08,$08,$08,$08,$08,$08,$0D,$16
B440 DEFB $16,$08,$08,$08,$08,$08,$08,$08
B448 DEFB $08,$08,$08,$08,$08,$08,$08,$08
B450 DEFB $08,$08,$08,$08,$08,$08,$08,$08
B458 DEFB $08,$08,$08,$08,$08,$08,$08,$16
B460 DEFB $16,$08,$08,$08,$08,$08,$08,$08
B468 DEFB $08,$08,$08,$08,$08,$08,$08,$08
B470 DEFB $08,$08,$08,$08,$08,$0B,$0B,$0B
B478 DEFB $4B,$08,$08,$08,$08,$08,$08,$16
B480 DEFB $16,$08,$08,$08,$08,$08,$08,$08
B488 DEFB $08,$08,$08,$08,$08,$08,$08,$08
B490 DEFB $08,$08,$08,$08,$08,$08,$08,$08
B498 DEFB $08,$08,$08,$08,$08,$08,$08,$16
B4A0 DEFB $16,$4B,$4B,$4B,$4B,$4B,$4B,$4B
B4A8 DEFB $4B,$4B,$4B,$4B,$4B,$4B,$4B,$4B
B4B0 DEFB $4B,$4B,$4B,$4B,$08,$08,$08,$08
B4B8 DEFB $08,$08,$08,$08,$16,$08,$08,$16
B4C0 DEFB $16,$08,$08,$08,$08,$08,$08,$08
B4C8 DEFB $08,$08,$08,$08,$08,$08,$08,$08
B4D0 DEFB $08,$08,$08,$08,$08,$4B,$4B,$4B
B4D8 DEFB $4B,$16,$0B,$0B,$16,$08,$08,$16
B4E0 DEFB $16,$4B,$0B,$0B,$0B,$0B,$0B,$08
B4E8 DEFB $08,$08,$08,$08,$08,$08,$08,$08
B4F0 DEFB $08,$08,$08,$08,$08,$08,$08,$08
B4F8 DEFB $08,$16,$08,$08,$16,$08,$08,$16
B500 DEFB $16,$08,$08,$08,$08,$08,$08,$08
B508 DEFB $08,$08,$08,$08,$08,$08,$08,$08
B510 DEFB $08,$08,$08,$08,$08,$08,$08,$08
B518 DEFB $08,$16,$0B,$0B,$16,$08,$08,$16
B520 DEFB $16,$08,$08,$08,$08,$08,$08,$08
B528 DEFB $08,$4B,$4B,$4B,$4B,$4B,$4B,$4B
B530 DEFB $08,$08,$08,$08,$08,$08,$08,$08
B538 DEFB $08,$16,$0B,$0B,$16,$08,$08,$16
B540 DEFB $16,$08,$08,$08,$08,$08,$08,$08
B548 DEFB $08,$08,$08,$08,$08,$08,$08,$08
B550 DEFB $08,$08,$08,$0B,$0B,$0B,$0B,$08
B558 DEFB $08,$16,$0B,$0B,$16,$08,$08,$16
B560 DEFB $16,$08,$08,$0E,$0E,$0E,$0E,$08
B568 DEFB $08,$08,$08,$08,$08,$08,$08,$08
B570 DEFB $08,$08,$08,$08,$08,$08,$08,$08
B578 DEFB $08,$16,$0B,$0B,$16,$08,$08,$16
B580 DEFB $16,$08,$08,$08,$08,$08,$08,$08
B588 DEFB $08,$08,$08,$08,$08,$08,$4B,$4B
B590 DEFB $4B,$4B,$08,$08,$08,$08,$08,$08
B598 DEFB $08,$16,$0B,$0B,$16,$08,$08,$16
B5A0 DEFB $16,$08,$08,$08,$08,$08,$08,$08
B5A8 DEFB $0B,$0B,$0B,$0B,$08,$08,$08,$08
B5B0 DEFB $08,$08,$08,$08,$08,$08,$08,$08
B5B8 DEFB $08,$08,$08,$08,$08,$08,$08,$16
B5C0 DEFB $16,$08,$08,$08,$08,$08,$08,$08
B5C8 DEFB $08,$08,$08,$08,$08,$08,$08,$08
B5D0 DEFB $08,$08,$08,$08,$08,$08,$08,$08
B5D8 DEFB $08,$08,$08,$08,$08,$08,$08,$16
B5E0 DEFB $16,$4B,$4B,$4B,$4B,$4B,$4B,$4B
B5E8 DEFB $4B,$4B,$4B,$4B,$4B,$4B,$4B,$4B
B5F0 DEFB $4B,$4B,$4B,$4B,$4B,$4B,$4B,$4B
B5F8 DEFB $4B,$4B,$4B,$4B,$4B,$4B,$4B,$16
The next 32 bytes are copied to 8000 and specify the cavern name.
B600 DEFM " The Cold Room " 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_1 floor_1 crumbling_floor_1 wall_1 conveyor_1 nasty1_1 nasty2_1 extra_1
B620 DEFB $08,$00,$00,$00,$00,$00,$00,$00,$00 Background
B629 DEFB $4B,$FF,$FF,$DB,$6E,$C5,$40,$00,$00 Floor
B632 DEFB $0B,$FF,$DB,$A5,$24,$52,$20,$08,$00 Crumbling floor
B63B DEFB $16,$22,$FF,$88,$FF,$22,$FF,$88,$FF Wall
B644 DEFB $0E,$F0,$66,$F0,$66,$00,$99,$FF,$00 Conveyor
B64D DEFB $0C,$44,$28,$94,$51,$35,$D6,$58,$10 Nasty 1 (unused)
B656 DEFB $0D,$FF,$FE,$5E,$6C,$4C,$4C,$08,$08 Nasty 2
B65F 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.
B668 DEFB $D0 Pixel y-coordinate * 2 (see 8068)
B669 DEFB $00 Animation frame (see 8069)
B66A DEFB $00 Direction and movement flags: facing right (see 806A)
B66B DEFB $00 Airborne status indicator (see 806B)
B66C DEFW $5DA2 Location in the attribute buffer at 5C00: (13,2) (see 806C)
B66E 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.
B66F DEFB $01 Direction (right)
B670 DEFW $7863 Location in the screen buffer at 7000: (11,3)
B672 DEFB $04 Length
The next byte is copied to 8073 and specifies the border colour.
B673 DEFB $02 Border colour
The next byte is copied to 8074, but is not used.
B674 DEFB $00 Unused
The next 25 bytes are copied to 8075 and specify the location and initial colour of the items in the cavern.
B675 DEFB $0B Item 1 at (1,7)
B676 DEFW $5C27
B678 DEFB $60
B679 DEFB $FF
B67A DEFB $0C Item 2 at (1,24)
B67B DEFW $5C38
B67D DEFB $60
B67E DEFB $FF
B67F DEFB $0D Item 3 at (7,26)
B680 DEFW $5CFA
B682 DEFB $60
B683 DEFB $FF
B684 DEFB $0E Item 4 at (9,3)
B685 DEFW $5D23
B687 DEFB $68
B688 DEFB $FF
B689 DEFB $0B Item 5 at (12,19)
B68A DEFW $5D93
B68C DEFB $68
B68D DEFB $FF
B68E DEFB $FF Terminator
The next 37 bytes are copied to 808F and define the portal graphic and its location.
portal01
B68F DEFB $53 Attribute
B690 DEFB $FF,$FF,$92,$49,$92,$49,$92,$49 Graphic data
B698 DEFB $92,$49,$92,$49,$92,$49,$92,$49
B6A0 DEFB $92,$49,$92,$49,$92,$49,$92,$49
B6A8 DEFB $92,$49,$92,$49,$92,$49,$FF,$FF
B6B0 DEFW $5DBD Location in the attribute buffer at 5C00: (13,29)
B6B2 DEFW $68BD Location in the screen buffer at 6000: (13,29)
The next eight bytes are copied to 80B4 and define the item graphic.
item01
B6B4 DEFB $50,$A8,$54,$A8,$54,$2C,$02,$01 Item graphic data
The next byte is copied to 80BC and specifies the initial air supply in the cavern.
B6BC DEFB $3F Air
The next byte is copied to 80BD and initialises the game clock.
B6BD DEFB $FC Game clock
The next 28 bytes are copied to 80BE and define the horizontal guardians.
B6BE DEFB $0E Horizontal guardian 1: y=3, initial x=18, 1<=x<=18, speed=normal
B6BF DEFW $5C72
B6C1 DEFB $60
B6C2 DEFB $07
B6C3 DEFB $61
B6C4 DEFB $72
B6C5 DEFB $0D Horizontal guardian 2: y=13, initial x=29, 12<=x<=29, speed=normal
B6C6 DEFW $5DBD
B6C8 DEFB $68
B6C9 DEFB $07
B6CA DEFB $AC
B6CB DEFB $BD
B6CC DEFB $FF,$00,$00,$00,$00,$00,$00 Horizontal guardian 3 (unused)
B6D3 DEFB $00,$00,$00,$00,$00,$00,$00 Horizontal guardian 4 (unused)
B6DA DEFB $FF Terminator
The next two bytes are copied to 80DB and 80DC but are not used.
B6DB DEFB $00,$00 Unused
The next byte is copied to 80DD and indicates that there are no vertical guardians in this cavern.
B6DD DEFB $FF Terminator
The next two bytes are unused.
B6DE DEFB $00,$00 Unused
The next 32 bytes define the plinth graphic that appears on the Game Over screen.
plinth
B6E0 DEFB $FF,$FF,$72,$4E,$8A,$51,$AA,$55 Plinth graphic data
B6E8 DEFB $4A,$52,$12,$48,$22,$44,$2A,$54
B6F0 DEFB $2A,$54,$2A,$54,$2A,$54,$2A,$54
B6F8 DEFB $2A,$54,$2A,$54,$2A,$54,$2A,$54
The next 256 bytes are copied to 8100 and define the guardian graphics.
the_cold_room_guardian0 the_cold_room_guardian1 the_cold_room_guardian2 the_cold_room_guardian3 the_cold_room_guardian4 the_cold_room_guardian5 the_cold_room_guardian6 the_cold_room_guardian7
B700 DEFB $0C,$00,$1E,$00,$1B,$00,$1E,$C0 Guardian graphic data
B708 DEFB $39,$00,$32,$00,$3A,$00,$3D,$00
B710 DEFB $6D,$00,$69,$00,$69,$00,$61,$00
B718 DEFB $71,$00,$BE,$00,$08,$00,$1E,$00
B720 DEFB $03,$00,$07,$80,$06,$C0,$07,$B0
B728 DEFB $0E,$40,$0C,$80,$0F,$80,$0D,$C0
B730 DEFB $1B,$40,$1B,$40,$16,$40,$18,$40
B738 DEFB $1C,$40,$2F,$80,$05,$40,$0F,$80
B740 DEFB $00,$C0,$01,$E0,$01,$B0,$01,$EC
B748 DEFB $03,$90,$03,$20,$03,$A0,$03,$D0
B750 DEFB $06,$D0,$06,$90,$06,$90,$06,$10
B758 DEFB $07,$10,$0B,$E8,$02,$50,$07,$E0
B760 DEFB $00,$30,$00,$78,$00,$6C,$00,$7B
B768 DEFB $00,$E4,$00,$C8,$00,$E8,$00,$F4
B770 DEFB $01,$B4,$01,$94,$01,$94,$01,$84
B778 DEFB $01,$C4,$02,$F8,$00,$54,$00,$F8
B780 DEFB $0C,$00,$1E,$00,$36,$00,$DE,$00
B788 DEFB $27,$00,$13,$00,$17,$00,$2F,$00
B790 DEFB $2D,$80,$29,$80,$29,$80,$21,$80
B798 DEFB $23,$80,$1F,$40,$2A,$00,$1F,$00
B7A0 DEFB $03,$00,$07,$80,$0D,$80,$37,$80
B7A8 DEFB $09,$C0,$04,$C0,$05,$C0,$0B,$C0
B7B0 DEFB $0B,$60,$09,$60,$09,$60,$08,$60
B7B8 DEFB $08,$E0,$17,$D0,$0A,$40,$07,$E0
B7C0 DEFB $00,$C0,$01,$E0,$03,$60,$0D,$E0
B7C8 DEFB $02,$70,$01,$30,$01,$F0,$03,$B0
B7D0 DEFB $02,$D8,$02,$D8,$02,$68,$02,$18
B7D8 DEFB $02,$38,$01,$F4,$02,$A0,$01,$F0
B7E0 DEFB $00,$30,$00,$78,$00,$D8,$03,$78
B7E8 DEFB $00,$9C,$00,$4C,$00,$5C,$00,$BC
B7F0 DEFB $00,$B6,$00,$96,$00,$96,$00,$86
B7F8 DEFB $00,$8E,$00,$7D,$00,$10,$00,$78
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