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E600: Room 0x26: Priests' Hole (teleport: 2369)
Used by the routine at 8912.
priests'_hole
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.
E600 DEFB $A0,$00,$0A,$00,$00,$00,$00,$00 Room layout
E608 DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
E610 DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
E618 DEFB $00,$00,$0A,$00,$00,$00,$00,$00
E620 DEFB $00,$00,$0A,$00,$00,$00,$00,$00
E628 DEFB $A5,$00,$5A,$00,$00,$00,$00,$00
E630 DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
E638 DEFB $A1,$00,$0A,$00,$00,$00,$00,$00
E640 DEFB $A0,$00,$4A,$00,$00,$00,$00,$00
E648 DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
E650 DEFB $A1,$00,$00,$00,$00,$00,$00,$00
E658 DEFB $A0,$00,$00,$00,$00,$00,$00,$00
E660 DEFB $A0,$00,$5A,$00,$00,$00,$00,$00
E668 DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
E670 DEFB $A0,$40,$0A,$00,$00,$00,$00,$00
E678 DEFB $A0,$01,$0A,$00,$00,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
E680 DEFM " Priests' Hole " 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.
background38 floor38 wall38 nasty38 ramp38 conveyor38
E6A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
E6A9 DEFB $06,$55,$55,$5D,$D7,$70,$00,$00,$00 Floor
E6B2 DEFB $2A,$22,$11,$44,$88,$22,$11,$44,$88 Wall
E6BB DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 Nasty (unused)
E6C4 DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 Ramp (unused)
E6CD 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.
E6D6 DEFB $00 Direction (left)
E6D7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
E6D9 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.
E6DA DEFB $00 Direction (up to the left)
E6DB DEFW $0000 Location in the attribute buffer at 5E00 (unused)
E6DD DEFB $00 Length: 0 (there is no ramp in this room)
The next byte is copied to 80DE and specifies the border colour.
E6DE DEFB $02 Border colour
The next two bytes are copied to 80DF, but are not used.
E6DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item38
E6E1 DEFB $BF,$BF,$BB,$B1,$BB,$BB,$BF,$BF Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
E6E9 DEFB $27 Room to the left (Emergency Generator)
E6EA DEFB $00 Room to the right (The Off Licence)
E6EB DEFB $3C Room above (The Bow)
E6EC DEFB $20 Room below (Halfway up the East Wall)
The next three bytes are copied to 80ED, but are not used.
E6ED 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.
E6F0 DEFB $10,$84 Guardian no. 0x10 (vertical), base sprite 4, x=4 (A080)
E6F2 DEFB $11,$A6 Guardian no. 0x11 (vertical), base sprite 5, x=6 (A088)
E6F4 DEFB $12,$C5 Guardian no. 0x12 (vertical), base sprite 6, x=5 (A090)
E6F6 DEFB $25,$16 Guardian no. 0x25 (horizontal), base sprite 0, initial x=22 (A128)
E6F8 DEFB $FF,$00 Terminator (A3F8)
E6FA DEFB $00,$00 Nothing (A000)
E6FC DEFB $00,$00 Nothing (A000)
E6FE DEFB $00,$00 Nothing (A000)
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