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C600: Room 0x06: Entrance to Hades (teleport: 239)
Used by the routine at 8912.
entrance_to_hades
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.
C600 DEFB $A0,$00,$00,$00,$00,$00,$00,$00 Room layout
C608 DEFB $A0,$00,$00,$00,$00,$00,$00,$00
C610 DEFB $A0,$00,$00,$15,$04,$55,$00,$00
C618 DEFB $A0,$00,$00,$10,$44,$43,$00,$00
C620 DEFB $A0,$00,$00,$10,$44,$54,$00,$00
C628 DEFB $A0,$00,$00,$10,$44,$40,$00,$00
C630 DEFB $A0,$00,$00,$15,$04,$55,$00,$00
C638 DEFB $A0,$00,$00,$0C,$0C,$30,$00,$00
C640 DEFB $A0,$00,$00,$00,$00,$00,$00,$00
C648 DEFB $A0,$01,$01,$04,$14,$15,$04,$10
C650 DEFB $A0,$01,$45,$11,$11,$04,$11,$10
C658 DEFB $A0,$01,$11,$11,$14,$04,$11,$10
C660 DEFB $A0,$01,$31,$11,$11,$04,$15,$10
C668 DEFB $A0,$01,$01,$04,$11,$04,$11,$15
C670 DEFB $A0,$03,$03,$0C,$33,$0C,$33,$0C
C678 DEFB $A0,$00,$00,$00,$00,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
C680 DEFM " Entrance to Hades " 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.
background06 floor06 wall06 nasty06 ramp06 conveyor06
C6A0 DEFB $34,$00,$00,$00,$00,$00,$00,$00,$00 Background
C6A9 DEFB $A3,$A0,$14,$82,$50,$0A,$41,$28,$05 Floor
C6B2 DEFB $63,$BB,$BB,$38,$BB,$BB,$BB,$83,$BB Wall
C6BB DEFB $32,$BF,$5C,$58,$30,$28,$58,$48,$30 Nasty
C6C4 DEFB $07,$40,$40,$10,$10,$04,$04,$01,$01 Ramp (unused)
C6CD DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 Conveyor (unused)
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
C6D6 DEFB $00 Direction (left)
C6D7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
C6D9 DEFB $00 Length: 0 (there is no conveyor in this room)
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
C6DA DEFB $00 Direction (up to the left)
C6DB DEFW $5FC7 Location in the attribute buffer at 5E00: (14,7)
C6DD DEFB $00 Length: 0 (there is no ramp in this room)
The next byte is copied to 80DE and specifies the border colour.
C6DE DEFB $02 Border colour
The next two bytes are copied to 80DF, but are not used.
C6DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item06
C6E1 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Item graphic (unused)
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
C6E9 DEFB $0E Room to the left (Rescue Esmerelda)
C6EA DEFB $05 Room to the right (The Security Guard)
C6EB DEFB $00 Room above (The Off Licence)
C6EC DEFB $00 Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
C6ED 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.
C6F0 DEFB $10,$82 Guardian no. 0x10 (vertical), base sprite 4, x=2 (A080)
C6F2 DEFB $11,$A4 Guardian no. 0x11 (vertical), base sprite 5, x=4 (A088)
C6F4 DEFB $12,$C3 Guardian no. 0x12 (vertical), base sprite 6, x=3 (A090)
C6F6 DEFB $FF,$00 Terminator (A3F8)
C6F8 DEFB $00,$00 Nothing (A000)
C6FA DEFB $00,$00 Nothing (A000)
C6FC DEFB $00,$00 Nothing (A000)
C6FE DEFB $00,$00 Nothing (A000)
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