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EC00: Room 0x2C: On top of the house (teleport: 3469)
Used by the routine at 8912.
on_top_of_the_house
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.
EC00 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
EC08 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EC10 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EC18 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EC20 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EC28 DEFB $92,$00,$00,$00,$04,$00,$00,$00
EC30 DEFB $90,$00,$00,$00,$10,$00,$00,$00
EC38 DEFB $90,$00,$00,$00,$40,$00,$00,$00
EC40 DEFB $92,$00,$00,$01,$00,$00,$00,$00
EC48 DEFB $92,$80,$00,$04,$00,$00,$00,$00
EC50 DEFB $92,$A0,$82,$10,$00,$00,$00,$00
EC58 DEFB $92,$AA,$AA,$40,$00,$00,$00,$00
EC60 DEFB $92,$AA,$AA,$00,$00,$00,$00,$00
EC68 DEFB $10,$00,$00,$00,$00,$00,$00,$00
EC70 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EC78 DEFB $AA,$AA,$AA,$00,$00,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
EC80 DEFM " On top of the house " 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.
background44 floor44 wall44 nasty44 ramp44 conveyor44
ECA0 DEFB $08,$00,$00,$00,$00,$00,$00,$00,$00 Background
ECA9 DEFB $0E,$A0,$40,$80,$00,$00,$00,$00,$00 Floor
ECB2 DEFB $4B,$51,$AA,$00,$AA,$15,$AA,$00,$AA Wall
ECBB DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 Nasty (unused)
ECC4 DEFB $0F,$01,$03,$06,$0D,$1A,$34,$68,$D0 Ramp
ECCD 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.
ECD6 DEFB $00 Direction (left)
ECD7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
ECD9 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.
ECDA DEFB $01 Direction (up to the right)
ECDB DEFW $5F4C Location in the attribute buffer at 5E00: (10,12)
ECDD DEFB $06 Length
The next byte is copied to 80DE and specifies the border colour.
ECDE DEFB $03 Border colour
The next two bytes are copied to 80DF, but are not used.
ECDF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item44
ECE1 DEFB $00,$00,$18,$14,$1A,$35,$6B,$D0 Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
ECE9 DEFB $0E Room to the left (Rescue Esmerelda)
ECEA DEFB $00 Room to the right (The Off Licence)
ECEB DEFB $00 Room above (The Off Licence)
ECEC DEFB $26 Room below (Priests' Hole)
The next three bytes are copied to 80ED, but are not used.
ECED 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.
ECF0 DEFB $1D,$14 Guardian no. 0x1D (vertical), base sprite 0, x=20 (A0E8)
ECF2 DEFB $FF,$00 Terminator (A3F8)
ECF4 DEFB $00,$00 Nothing (A000)
ECF6 DEFB $00,$00 Nothing (A000)
ECF8 DEFB $00,$00 Nothing (A000)
ECFA DEFB $00,$00 Nothing (A000)
ECFC DEFB $00,$00 Nothing (A000)
ECFE DEFB $00,$00 Nothing (A000)
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