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D100: Room 0x11: Up on the Battlements (teleport: 159)
Used by the routine at 8912.
up_on_the_battlements
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.
D100 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
D108 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D110 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D118 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D120 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D128 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D130 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D138 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D140 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D148 DEFB $AA,$42,$A4,$2A,$A4,$2A,$42,$AA
D150 DEFB $AA,$C2,$AC,$2A,$AC,$2A,$C2,$AA
D158 DEFB $AA,$C2,$AC,$2A,$AC,$2A,$C2,$AA
D160 DEFB $AA,$C2,$AC,$2A,$AC,$2A,$C2,$AA
D168 DEFB $AA,$C2,$AC,$2A,$AC,$2A,$C2,$AA
D170 DEFB $AA,$C2,$AC,$2A,$AC,$2A,$C2,$AA
D178 DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
D180 DEFM " Up on the Battlements " 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.
background17 floor17 wall17 nasty17 ramp17 conveyor17
D1A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
D1A9 DEFB $04,$80,$C0,$E0,$B0,$90,$94,$D6,$77 Floor
D1B2 DEFB $0E,$00,$7F,$7F,$63,$6B,$63,$7F,$7F Wall
D1BB DEFB $20,$4A,$2A,$1A,$48,$6C,$6A,$29,$88 Nasty
D1C4 DEFB $04,$00,$00,$00,$00,$00,$00,$00,$00 Ramp (unused)
D1CD DEFB $42,$28,$AA,$0A,$00,$55,$55,$55,$FF Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
D1D6 DEFB $00 Direction (left)
D1D7 DEFW $5F2D Location in the attribute buffer at 5E00: (9,13)
D1D9 DEFB $05 Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
D1DA DEFB $00 Direction (up to the left)
D1DB DEFW $0000 Location in the attribute buffer at 5E00 (unused)
D1DD DEFB $00 Length: 0 (there is no ramp in this room)
The next byte is copied to 80DE and specifies the border colour.
D1DE DEFB $01 Border colour
The next two bytes are copied to 80DF, but are not used.
D1DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item17
D1E1 DEFB $18,$24,$18,$2C,$5E,$5E,$E7,$66 Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
D1E9 DEFB $12 Room to the left (On the Roof)
D1EA DEFB $10 Room to the right (We must perform a Quirkafleeg)
D1EB DEFB $00 Room above (The Off Licence)
D1EC DEFB $00 Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
D1ED 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.
D1F0 DEFB $02,$85 Guardian no. 0x02 (vertical), base sprite 4, x=5 (A010)
D1F2 DEFB $03,$8B Guardian no. 0x03 (vertical), base sprite 4, x=11 (A018)
D1F4 DEFB $04,$93 Guardian no. 0x04 (vertical), base sprite 4, x=19 (A020)
D1F6 DEFB $05,$99 Guardian no. 0x05 (vertical), base sprite 4, x=25 (A028)
D1F8 DEFB $45,$84 Arrow flying right to left at pixel y-coordinate 66 (A228)
D1FA DEFB $FF,$00 Terminator (A3F8)
D1FC DEFB $00,$00 Nothing (A000)
D1FE DEFB $00,$00 Nothing (A000)
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