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E800: Room 0x28: Dr Jones will never believe this (teleport: 469)
Used by the routine at 8912.
dr_jones_will_never_believe_this
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.
E800 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
E808 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E810 DEFB $00,$00,$00,$EA,$00,$00,$00,$00
E818 DEFB $00,$00,$00,$AA,$A0,$00,$00,$00
E820 DEFB $00,$00,$00,$95,$54,$00,$00,$00
E828 DEFB $00,$0E,$A8,$D5,$15,$00,$00,$00
E830 DEFB $00,$0A,$AA,$81,$AA,$00,$00,$00
E838 DEFB $00,$05,$50,$90,$A8,$20,$00,$00
E840 DEFB $50,$05,$50,$81,$A0,$00,$00,$00
E848 DEFB $00,$0A,$50,$90,$A0,$00,$00,$00
E850 DEFB $04,$0A,$50,$81,$80,$40,$00,$00
E858 DEFB $00,$12,$50,$90,$80,$00,$00,$00
E860 DEFB $00,$42,$50,$01,$80,$10,$00,$10
E868 DEFB $00,$02,$00,$01,$80,$00,$40,$00
E870 DEFB $00,$02,$94,$01,$90,$00,$00,$00
E878 DEFB $00,$00,$00,$00,$00,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
E880 DEFM "Dr Jones will never believe this" 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.
background40 floor40 wall40 nasty40 ramp40 conveyor40
E8A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
E8A9 DEFB $02,$FE,$55,$2A,$AA,$55,$AA,$AA,$FF Floor
E8B2 DEFB $1F,$11,$44,$22,$88,$11,$44,$22,$88 Wall
E8BB DEFB $43,$01,$04,$22,$08,$11,$44,$22,$88 Nasty
E8C4 DEFB $05,$40,$90,$24,$48,$12,$24,$09,$02 Ramp
E8CD DEFB $26,$A5,$00,$A5,$00,$AA,$FF,$FF,$55 Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
E8D6 DEFB $00 Direction (left)
E8D7 DEFW $5FE0 Location in the attribute buffer at 5E00: (15,0)
E8D9 DEFB $20 Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
E8DA DEFB $00 Direction (up to the left)
E8DB DEFW $5F58 Location in the attribute buffer at 5E00: (10,24)
E8DD DEFB $05 Length
The next byte is copied to 80DE and specifies the border colour.
E8DE DEFB $01 Border colour
The next two bytes are copied to 80DF, but are not used.
E8DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item40
E8E1 DEFB $F0,$F0,$78,$B8,$4C,$32,$0D,$03 Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
E8E9 DEFB $29 Room to the left (The Attic)
E8EA DEFB $27 Room to the right (Emergency Generator)
E8EB DEFB $10 Room above (We must perform a Quirkafleeg)
E8EC DEFB $00 Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
E8ED 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.
E8F0 DEFB $1B,$92 Guardian no. 0x1B (vertical), base sprite 4, x=18 (A0D8)
E8F2 DEFB $0B,$0A Guardian no. 0x0B (vertical), base sprite 0, x=10 (A058)
E8F4 DEFB $FF,$00 Terminator (A3F8)
E8F6 DEFB $00,$00 Nothing (A000)
E8F8 DEFB $00,$00 Nothing (A000)
E8FA DEFB $00,$00 Nothing (A000)
E8FC DEFB $00,$00 Nothing (A000)
E8FE DEFB $00,$00 Nothing (A000)
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