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F600: Room 0x36: West  Wing (teleport: 23569)
Used by the routine at 8912.
west__wing
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.
F600 DEFB $00,$A0,$00,$00,$00,$00,$00,$00 Room layout
F608 DEFB $00,$A0,$00,$00,$00,$00,$00,$00
F610 DEFB $00,$A0,$00,$00,$00,$00,$00,$00
F618 DEFB $55,$A0,$00,$00,$00,$00,$00,$00
F620 DEFB $00,$A0,$00,$00,$00,$00,$00,$00
F628 DEFB $00,$A0,$00,$00,$00,$00,$00,$00
F630 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F638 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F640 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F648 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F650 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F658 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F660 DEFB $55,$55,$55,$50,$00,$55,$55,$55
F668 DEFB $00,$00,$00,$00,$02,$AA,$AA,$AA
F670 DEFB $00,$00,$00,$00,$0A,$AA,$AA,$AA
F678 DEFB $00,$00,$00,$00,$2A,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
F680 DEFM " West Wing " 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.
background54 floor54 wall54 nasty54 ramp54 conveyor54
F6A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
F6A9 DEFB $41,$F9,$FF,$3F,$D5,$AA,$15,$4A,$84 Floor
F6B2 DEFB $27,$AC,$AE,$01,$AD,$AD,$02,$AC,$E8 Wall
F6BB DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 Nasty (unused)
F6C4 DEFB $07,$03,$03,$0C,$0C,$30,$30,$C0,$C0 Ramp
F6CD 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.
F6D6 DEFB $00 Direction (left)
F6D7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
F6D9 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.
F6DA DEFB $01 Direction (up to the right)
F6DB DEFW $5FF0 Location in the attribute buffer at 5E00: (15,16)
F6DD DEFB $10 Length
The next byte is copied to 80DE and specifies the border colour.
F6DE DEFB $02 Border colour
The next two bytes are copied to 80DF, but are not used.
F6DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item54
F6E1 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.
F6E9 DEFB $37 Room to the left (West Bedroom)
F6EA DEFB $1F Room to the right (Swimming Pool)
F6EB DEFB $38 Room above (West Wing Roof)
F6EC DEFB $34 Room below (Back Stairway)
The next three bytes are copied to 80ED, but are not used.
F6ED 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.
F6F0 DEFB $61,$0E Guardian no. 0x61 (vertical), base sprite 0, x=14 (A308)
F6F2 DEFB $59,$C4 Guardian no. 0x59 (vertical), base sprite 6, x=4 (A2C8)
F6F4 DEFB $14,$09 Guardian no. 0x14 (horizontal), base sprite 0, initial x=9 (A0A0)
F6F6 DEFB $FF,$00 Terminator (A3F8)
F6F8 DEFB $00,$00 Nothing (A000)
F6FA DEFB $00,$00 Nothing (A000)
F6FC DEFB $00,$00 Nothing (A000)
F6FE DEFB $00,$00 Nothing (A000)
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