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C000: Room 0x00: The Off Licence (teleport: 9)
Used by the routine at 8912.
the_off_licence
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.
C000 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
C008 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C010 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C018 DEFB $00,$00,$00,$AA,$AA,$AA,$AA,$AA
C020 DEFB $00,$00,$00,$80,$00,$00,$00,$02
C028 DEFB $00,$00,$00,$80,$00,$00,$00,$02
C030 DEFB $00,$00,$00,$8C,$00,$00,$00,$02
C038 DEFB $00,$00,$00,$80,$00,$00,$00,$02
C040 DEFB $00,$00,$00,$80,$00,$00,$00,$02
C048 DEFB $00,$00,$00,$80,$00,$00,$00,$02
C050 DEFB $00,$00,$00,$80,$00,$00,$00,$02
C058 DEFB $00,$00,$00,$AA,$00,$00,$02,$AA
C060 DEFB $00,$00,$00,$00,$00,$00,$00,$02
C068 DEFB $00,$00,$00,$00,$00,$00,$00,$02
C070 DEFB $00,$00,$00,$00,$00,$00,$00,$02
C078 DEFB $55,$55,$55,$55,$55,$55,$55,$55
The next 32 bytes are copied to 8080 and specify the room name.
C080 DEFM " The Off Licence " 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.
background00 floor00 wall00 nasty00 ramp00 conveyor00
C0A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
C0A9 DEFB $44,$FF,$DE,$6C,$88,$12,$40,$04,$00 Floor
C0B2 DEFB $16,$22,$FF,$88,$FF,$22,$FF,$88,$FF Wall
C0BB DEFB $05,$F8,$88,$9E,$BD,$BD,$9E,$88,$F8 Nasty
C0C4 DEFB $07,$03,$00,$0C,$00,$30,$00,$C0,$00 Ramp
C0CD DEFB $43,$33,$FF,$33,$00,$FF,$00,$AA,$00 Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
C0D6 DEFB $00 Direction (left)
C0D7 DEFW $5F33 Location in the attribute buffer at 5E00: (9,19)
C0D9 DEFB $0C Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
C0DA DEFB $01 Direction (up to the right)
C0DB DEFW $5FD7 Location in the attribute buffer at 5E00: (14,23)
C0DD DEFB $04 Length
The next byte is copied to 80DE and specifies the border colour.
C0DE DEFB $05 Border colour
The next two bytes are copied to 80DF, but are not used.
C0DF DEFB $00,$A0 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item00
C0E1 DEFB $18,$18,$3C,$7E,$62,$62,$62,$7E Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
C0E9 DEFB $01 Room to the left (The Bridge)
C0EA DEFB $00 Room to the right (The Off Licence)
C0EB DEFB $00 Room above (The Off Licence)
C0EC DEFB $00 Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
C0ED 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.
C0F0 DEFB $0A,$8A Guardian no. 0x0A (vertical), base sprite 4, x=10 (A050)
C0F2 DEFB $0C,$1D Guardian no. 0x0C (horizontal), base sprite 0, initial x=29 (A060)
C0F4 DEFB $2C,$27 Guardian no. 0x2C (vertical), base sprite 1, x=7 (A160)
C0F6 DEFB $FF,$00 Terminator (A3F8)
C0F8 DEFB $00,$00 Nothing (A000)
C0FA DEFB $00,$00 Nothing (A000)
C0FC DEFB $00,$00 Nothing (A000)
C0FE DEFB $00,$00 Nothing (A000)
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