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D800: Attack of the Mutant Telephones (teleport: 246)
Used by the routine at 8684.
attack_of_the_mutant_telephones
The first 512 bytes are the attributes that define the layout of the cavern.
D800 DEFB $0E,$0E,$0E,$0E,$0E,$0E,$0E,$00 Attributes
D808 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D810 DEFB $00,$00,$00,$42,$00,$00,$00,$00
D818 DEFB $00,$00,$00,$00,$00,$00,$00,$0E
D820 DEFB $0E,$00,$00,$00,$00,$00,$00,$00
D828 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D830 DEFB $00,$00,$00,$46,$00,$00,$00,$00
D838 DEFB $00,$00,$00,$00,$00,$00,$00,$0E
D840 DEFB $0E,$00,$00,$00,$00,$00,$00,$00
D848 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D850 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D858 DEFB $00,$00,$00,$00,$00,$00,$00,$0E
D860 DEFB $0E,$41,$41,$41,$41,$00,$00,$00
D868 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D870 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D878 DEFB $00,$00,$00,$00,$00,$00,$00,$0E
D880 DEFB $0E,$00,$00,$00,$00,$00,$00,$00
D888 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D890 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D898 DEFB $00,$00,$00,$00,$00,$00,$00,$0E
D8A0 DEFB $0E,$00,$00,$00,$00,$41,$41,$41
D8A8 DEFB $41,$41,$41,$00,$00,$00,$00,$41
D8B0 DEFB $41,$45,$45,$45,$45,$45,$45,$45
D8B8 DEFB $41,$41,$00,$00,$00,$00,$00,$0E
D8C0 DEFB $0E,$00,$00,$00,$00,$00,$00,$00
D8C8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D8D0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D8D8 DEFB $42,$00,$00,$00,$00,$41,$41,$0E
D8E0 DEFB $0E,$00,$00,$00,$00,$00,$00,$00
D8E8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D8F0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D8F8 DEFB $42,$00,$00,$00,$00,$00,$00,$0E
D900 DEFB $0E,$41,$41,$00,$00,$06,$06,$00
D908 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D910 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D918 DEFB $42,$00,$00,$00,$00,$41,$41,$0E
D920 DEFB $0E,$00,$00,$00,$00,$00,$00,$00
D928 DEFB $00,$00,$00,$41,$41,$41,$41,$41
D930 DEFB $41,$41,$41,$41,$00,$00,$00,$00
D938 DEFB $46,$00,$00,$00,$00,$00,$00,$0E
D940 DEFB $0E,$00,$00,$00,$00,$00,$00,$00
D948 DEFB $00,$00,$00,$00,$42,$00,$00,$00
D950 DEFB $00,$00,$00,$42,$00,$00,$00,$00
D958 DEFB $00,$00,$00,$00,$41,$00,$00,$0E
D960 DEFB $0E,$00,$00,$00,$00,$00,$01,$01
D968 DEFB $01,$41,$00,$00,$42,$00,$00,$00
D970 DEFB $00,$00,$00,$46,$00,$00,$00,$00
D978 DEFB $00,$00,$00,$00,$00,$00,$00,$0E
D980 DEFB $0E,$00,$00,$00,$00,$00,$00,$00
D988 DEFB $00,$00,$00,$00,$46,$00,$00,$00
D990 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D998 DEFB $00,$00,$00,$00,$41,$41,$41,$0E
D9A0 DEFB $0E,$41,$41,$00,$00,$00,$00,$00
D9A8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D9B0 DEFB $00,$00,$00,$00,$00,$00,$00,$41
D9B8 DEFB $41,$41,$00,$00,$00,$00,$00,$0E
D9C0 DEFB $0E,$00,$00,$00,$00,$00,$00,$00
D9C8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D9D0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D9D8 DEFB $00,$00,$00,$00,$00,$00,$00,$0E
D9E0 DEFB $0E,$41,$41,$41,$41,$41,$41,$41
D9E8 DEFB $41,$41,$41,$41,$41,$41,$41,$41
D9F0 DEFB $41,$41,$41,$41,$41,$41,$41,$41
D9F8 DEFB $41,$41,$41,$41,$41,$41,$41,$0E
The next 32 bytes are copied to 8000 and specify the cavern name.
DA00 DEFM "Attack of the Mutant Telephones " 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_10 floor_10 crumbling_floor_10 wall_10 conveyor_10 nasty1_10 nasty2_10 extra_10
DA20 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
DA29 DEFB $41,$FF,$FF,$DB,$6E,$C5,$40,$00,$00 Floor
DA32 DEFB $01,$FF,$DB,$A5,$24,$52,$20,$08,$00 Crumbling floor
DA3B DEFB $0E,$AA,$55,$AA,$55,$AA,$55,$AA,$55 Wall
DA44 DEFB $06,$FE,$66,$FE,$00,$00,$00,$00,$00 Conveyor
DA4D DEFB $46,$10,$10,$D6,$38,$D6,$38,$54,$92 Nasty 1
DA56 DEFB $42,$10,$10,$10,$10,$10,$10,$10,$10 Nasty 2
DA5F DEFB $45,$FF,$FF,$FF,$FF,$AA,$00,$00,$00 Extra
The next seven bytes are copied to 8068-806E and specify Miner Willy's initial location and appearance in the cavern.
DA68 DEFB $10 Pixel y-coordinate * 2 (see 8068)
DA69 DEFB $00 Animation frame (see 8069)
DA6A DEFB $00 Direction and movement flags: facing right (see 806A)
DA6B DEFB $00 Airborne status indicator (see 806B)
DA6C DEFW $5C23 Location in the attribute buffer at 5C00: (1,3) (see 806C)
DA6E 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.
DA6F DEFB $00 Direction (left)
DA70 DEFW $7805 Location in the screen buffer at 7000: (8,5)
DA72 DEFB $02 Length
The next byte is copied to 8073 and specifies the border colour.
DA73 DEFB $02 Border colour
The next byte is copied to 8074, but is not used.
DA74 DEFB $00 Unused
The next 25 bytes are copied to 8075 and specify the location and initial colour of the items in the cavern.
DA75 DEFB $03 Item 1 at (0,24)
DA76 DEFW $5C18
DA78 DEFB $60
DA79 DEFB $FF
DA7A DEFB $04 Item 2 at (1,30)
DA7B DEFW $5C3E
DA7D DEFB $60
DA7E DEFB $FF
DA7F DEFB $05 Item 3 at (4,1)
DA80 DEFW $5C81
DA82 DEFB $60
DA83 DEFB $FF
DA84 DEFB $06 Item 4 at (6,19)
DA85 DEFW $5CD3
DA87 DEFB $60
DA88 DEFB $FF
DA89 DEFB $03 Item 5 at (13,30)
DA8A DEFW $5DBE
DA8C DEFB $68
DA8D DEFB $FF
DA8E DEFB $FF Terminator
The next 37 bytes are copied to 808F and define the portal graphic and its location.
portal10
DA8F DEFB $56 Attribute
DA90 DEFB $FF,$FF,$DA,$AB,$EA,$6B,$FF,$FF Graphic data
DA98 DEFB $90,$09,$90,$09,$FF,$FF,$90,$09
DAA0 DEFB $90,$09,$FF,$FF,$90,$09,$90,$09
DAA8 DEFB $FF,$FF,$90,$09,$90,$09,$FF,$FF
DAB0 DEFW $5C21 Location in the attribute buffer at 5C00: (1,1)
DAB2 DEFW $6021 Location in the screen buffer at 6000: (1,1)
The next eight bytes are copied to 80B4 and define the item graphic.
item10
DAB4 DEFB $3C,$5A,$95,$D5,$D5,$D5,$5A,$3C Item graphic data
The next byte is copied to 80BC and specifies the initial air supply in the cavern.
DABC DEFB $3F Air
The next byte is copied to 80BD and initialises the game clock.
DABD DEFB $80 Game clock
The next 28 bytes are copied to 80BE and define the horizontal guardians.
DABE DEFB $46 Horizontal guardian 1: y=3, initial x=15, 15<=x<=24, speed=normal
DABF DEFW $5C6F
DAC1 DEFB $60
DAC2 DEFB $00
DAC3 DEFB $6F
DAC4 DEFB $78
DAC5 DEFB $C4 Horizontal guardian 2: y=7, initial x=14, 14<=x<=18, speed=slow
DAC6 DEFW $5CEE
DAC8 DEFB $60
DAC9 DEFB $00
DACA DEFB $EE
DACB DEFB $F2
DACC DEFB $42 Horizontal guardian 3: y=13, initial x=15, 5<=x<=19, speed=normal
DACD DEFW $5DAF
DACF DEFB $68
DAD0 DEFB $07
DAD1 DEFB $A5
DAD2 DEFB $B3
DAD3 DEFB $FF,$00,$00,$00,$00,$00,$00 Horizontal guardian 4 (unused)
DADA DEFB $FF Terminator
The next two bytes are copied to 80DB and 80DC but are not used.
DADB DEFB $00,$00 Unused
The next 28 bytes are copied to 80DD and define the vertical guardians.
DADD DEFB $43 Vertical guardian 1: x=12, initial y=8, 2<=y<56, initial y-increment=2
DADE DEFB $00
DADF DEFB $08
DAE0 DEFB $0C
DAE1 DEFB $02
DAE2 DEFB $02
DAE3 DEFB $38
DAE4 DEFB $04 Vertical guardian 2: x=3, initial y=32, 32<=y<100, initial y-increment=1
DAE5 DEFB $01
DAE6 DEFB $20
DAE7 DEFB $03
DAE8 DEFB $01
DAE9 DEFB $20
DAEA DEFB $64
DAEB DEFB $06 Vertical guardian 3: x=21, initial y=48, 48<=y<100, initial y-increment=1
DAEC DEFB $02
DAED DEFB $30
DAEE DEFB $15
DAEF DEFB $01
DAF0 DEFB $30
DAF1 DEFB $64
DAF2 DEFB $42 Vertical guardian 4: x=26, initial y=48, 4<=y<100, initial y-increment=-3
DAF3 DEFB $03
DAF4 DEFB $30
DAF5 DEFB $1A
DAF6 DEFB $FD
DAF7 DEFB $04
DAF8 DEFB $64
DAF9 DEFB $FF Terminator
The next 6 bytes are unused.
DAFA DEFB $00,$00,$00,$00,$00,$00 Unused
The next 256 bytes are copied to 8100 and define the guardian graphics.
attack_of_the_mutant_telephones_guardian0 attack_of_the_mutant_telephones_guardian1 attack_of_the_mutant_telephones_guardian2 attack_of_the_mutant_telephones_guardian3 attack_of_the_mutant_telephones_guardian4 attack_of_the_mutant_telephones_guardian5 attack_of_the_mutant_telephones_guardian6 attack_of_the_mutant_telephones_guardian7
DB00 DEFB $00,$00,$00,$00,$3F,$FC,$63,$C6 Guardian graphic data
DB08 DEFB $EB,$D7,$E8,$17,$0F,$F0,$07,$E0
DB10 DEFB $0C,$30,$0B,$D0,$1B,$D8,$1C,$38
DB18 DEFB $3F,$FC,$3F,$FC,$3F,$FC,$3F,$FC
DB20 DEFB $3C,$00,$7F,$C0,$7F,$F8,$63,$C6
DB28 DEFB $08,$57,$08,$17,$0F,$F7,$07,$E0
DB30 DEFB $0C,$30,$0B,$D0,$1B,$D8,$1C,$38
DB38 DEFB $3F,$FC,$3F,$FC,$3F,$FC,$3F,$FC
DB40 DEFB $00,$00,$00,$00,$3F,$FC,$63,$C6
DB48 DEFB $EB,$D7,$E8,$17,$0F,$F0,$07,$E0
DB50 DEFB $0C,$30,$0B,$D0,$1B,$D8,$1C,$38
DB58 DEFB $3F,$FC,$3F,$FC,$3F,$FC,$3F,$FC
DB60 DEFB $00,$3C,$03,$FE,$1F,$FE,$63,$C6
DB68 DEFB $EA,$10,$E8,$10,$EF,$F0,$07,$E0
DB70 DEFB $0C,$30,$0B,$D0,$1B,$D8,$1C,$38
DB78 DEFB $3F,$FC,$3F,$FC,$3F,$FC,$3F,$FC
DB80 DEFB $0C,$00,$16,$00,$2D,$00,$4C,$80
DB88 DEFB $8C,$40,$8C,$40,$4C,$80,$2D,$00
DB90 DEFB $16,$00,$0C,$00,$37,$00,$4C,$00
DB98 DEFB $7F,$C0,$FF,$C0,$40,$80,$2E,$00
DBA0 DEFB $03,$00,$03,$00,$05,$80,$07,$80
DBA8 DEFB $0B,$40,$0B,$40,$07,$80,$05,$80
DBB0 DEFB $03,$00,$03,$00,$0E,$C0,$03,$20
DBB8 DEFB $3F,$E0,$3F,$F0,$10,$20,$07,$40
DBC0 DEFB $00,$C0,$00,$C0,$00,$C0,$00,$C0
DBC8 DEFB $00,$80,$00,$80,$00,$C0,$00,$C0
DBD0 DEFB $00,$C0,$00,$C0,$01,$D0,$04,$C8
DBD8 DEFB $0F,$FC,$0F,$F8,$00,$08,$03,$B0
DBE0 DEFB $00,$30,$00,$68,$00,$B4,$00,$B4
DBE8 DEFB $01,$32,$01,$32,$00,$B4,$00,$B4
DBF0 DEFB $00,$68,$00,$30,$00,$B8,$01,$32
DBF8 DEFB $03,$FF,$01,$FF,$01,$00,$00,$DC
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