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E800: The Bank (teleport: 2346)
Used by the routine at 8684.
the_bank
The first 512 bytes are the attributes that define the layout of the cavern.
E800 DEFB $0E,$00,$00,$00,$00,$00,$0E,$0E Attributes
E808 DEFB $0E,$0E,$0E,$0E,$0E,$0E,$0E,$0E
E810 DEFB $0E,$0E,$0E,$0E,$0E,$0E,$0E,$0E
E818 DEFB $0E,$0E,$0E,$0E,$0E,$0E,$0E,$0E
E820 DEFB $0E,$00,$00,$00,$00,$00,$00,$00
E828 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E830 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E838 DEFB $00,$00,$00,$00,$00,$06,$06,$0E
E840 DEFB $0E,$00,$00,$00,$00,$00,$00,$00
E848 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E850 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E858 DEFB $00,$00,$00,$00,$00,$06,$06,$0E
E860 DEFB $0E,$00,$00,$00,$00,$00,$00,$00
E868 DEFB $45,$45,$45,$45,$45,$45,$45,$45
E870 DEFB $45,$45,$45,$45,$45,$45,$45,$45
E878 DEFB $41,$41,$41,$41,$41,$06,$06,$0E
E880 DEFB $0E,$00,$00,$00,$00,$00,$00,$00
E888 DEFB $42,$00,$00,$00,$00,$00,$00,$00
E890 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E898 DEFB $00,$00,$00,$00,$42,$06,$06,$0E
E8A0 DEFB $0E,$41,$41,$41,$41,$41,$00,$00
E8A8 DEFB $46,$00,$00,$00,$00,$00,$00,$00
E8B0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E8B8 DEFB $00,$00,$00,$00,$42,$06,$06,$0E
E8C0 DEFB $0E,$00,$00,$00,$00,$00,$00,$00
E8C8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E8D0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E8D8 DEFB $41,$41,$00,$00,$42,$06,$06,$0E
E8E0 DEFB $0E,$00,$00,$00,$00,$00,$00,$01
E8E8 DEFB $00,$00,$00,$00,$41,$41,$00,$00
E8F0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E8F8 DEFB $00,$00,$00,$00,$42,$06,$06,$0E
E900 DEFB $0E,$00,$00,$41,$41,$00,$00,$00
E908 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E910 DEFB $00,$00,$41,$41,$00,$00,$00,$00
E918 DEFB $00,$00,$00,$00,$42,$06,$06,$0E
E920 DEFB $0E,$00,$00,$00,$00,$00,$00,$00
E928 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E930 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E938 DEFB $00,$41,$41,$00,$42,$06,$06,$0E
E940 DEFB $0E,$41,$41,$00,$00,$00,$00,$00
E948 DEFB $00,$00,$00,$00,$41,$41,$00,$00
E950 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E958 DEFB $00,$00,$00,$00,$46,$06,$06,$0E
E960 DEFB $0E,$00,$00,$00,$00,$00,$00,$00
E968 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E970 DEFB $00,$00,$41,$41,$00,$00,$00,$00
E978 DEFB $00,$00,$00,$00,$00,$06,$06,$0E
E980 DEFB $0E,$00,$00,$00,$00,$41,$41,$41
E988 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E990 DEFB $00,$00,$00,$00,$00,$00,$00,$41
E998 DEFB $41,$00,$00,$00,$00,$06,$06,$0E
E9A0 DEFB $0E,$00,$00,$00,$00,$00,$00,$00
E9A8 DEFB $00,$00,$00,$00,$41,$41,$00,$00
E9B0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E9B8 DEFB $00,$00,$00,$00,$00,$06,$06,$0E
E9C0 DEFB $0E,$00,$00,$00,$00,$00,$00,$00
E9C8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E9D0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E9D8 DEFB $00,$00,$00,$00,$00,$06,$06,$0E
E9E0 DEFB $0E,$41,$41,$41,$41,$41,$41,$41
E9E8 DEFB $41,$41,$41,$41,$41,$41,$41,$41
E9F0 DEFB $41,$41,$41,$41,$41,$41,$41,$41
E9F8 DEFB $41,$41,$41,$41,$41,$41,$41,$0E
The next 32 bytes are copied to 8000 and specify the cavern name.
EA00 DEFM " The Bank " Cavern name
The next 72 bytes are copied to 8020 and contain the attributes and graphic data for the tiles used to build the cavern.
background_14 floor_14 crumbling_floor_14 wall_14 conveyor_14 nasty1_14 nasty2_14 extra_14
EA20 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
EA29 DEFB $41,$FF,$FF,$DD,$77,$AA,$55,$22,$00 Floor
EA32 DEFB $01,$FF,$DB,$A5,$24,$52,$20,$08,$00 Crumbling floor
EA3B DEFB $0E,$AA,$55,$AA,$55,$AA,$55,$AA,$55 Wall
EA44 DEFB $45,$FE,$66,$FE,$00,$00,$00,$00,$00 Conveyor
EA4D DEFB $46,$10,$10,$D6,$38,$D6,$38,$54,$92 Nasty 1
EA56 DEFB $42,$10,$10,$10,$10,$10,$10,$10,$10 Nasty 2
EA5F DEFB $06,$FF,$FF,$18,$18,$18,$18,$18,$18 Extra
The next seven bytes are copied to 8068-806E and specify Miner Willy's initial location and appearance in the cavern.
EA68 DEFB $D0 Pixel y-coordinate * 2 (see 8068)
EA69 DEFB $00 Animation frame (see 8069)
EA6A DEFB $00 Direction and movement flags: facing right (see 806A)
EA6B DEFB $00 Airborne status indicator (see 806B)
EA6C DEFW $5DA2 Location in the attribute buffer at 5C00: (13,2) (see 806C)
EA6E DEFB $00 Jumping animation counter (see 806E)
The next four bytes are copied to 806F and specify the direction, location and length of the conveyor.
EA6F DEFB $00 Direction (left)
EA70 DEFW $7068 Location in the screen buffer at 7000: (3,8)
EA72 DEFB $10 Length
The next byte is copied to 8073 and specifies the border colour.
EA73 DEFB $02 Border colour
The next byte is copied to 8074, but is not used.
EA74 DEFB $00 Unused
The next 25 bytes are copied to 8075 and specify the location and initial colour of the items in the cavern.
EA75 DEFB $03 Item 1 at (2,25)
EA76 DEFW $5C59
EA78 DEFB $60
EA79 DEFB $FF
EA7A DEFB $04 Item 2 at (6,12)
EA7B DEFW $5CCC
EA7D DEFB $60
EA7E DEFB $FF
EA7F DEFB $05 Item 3 at (14,26)
EA80 DEFW $5DDA
EA82 DEFB $68
EA83 DEFB $FF
EA84 DEFB $FF Item 4 at (6,19) (unused)
EA85 DEFW $5CD3
EA87 DEFB $60
EA88 DEFB $FF
EA89 DEFB $03 Item 5 at (13,30) (unused)
EA8A DEFW $5DBE
EA8C DEFB $68
EA8D DEFB $FF
EA8E DEFB $FF Terminator
The next 37 bytes are copied to 808F and define the portal graphic and its location.
portal14
EA8F DEFB $56 Attribute
EA90 DEFB $FF,$FF,$80,$01,$80,$01,$80,$01 Graphic data
EA98 DEFB $80,$01,$88,$01,$AA,$01,$9C,$3D
EAA0 DEFB $FF,$47,$9C,$01,$AA,$01,$88,$01
EAA8 DEFB $80,$01,$80,$01,$80,$01,$FF,$FF
EAB0 DEFW $5C61 Location in the attribute buffer at 5C00: (3,1)
EAB2 DEFW $6061 Location in the screen buffer at 6000: (3,1)
The next eight bytes are copied to 80B4 and define the item graphic.
item14
EAB4 DEFB $7C,$38,$64,$DE,$8E,$DE,$82,$7C Item graphic data
The next byte is copied to 80BC and specifies the initial air supply in the cavern.
EABC DEFB $3F Air
The next byte is copied to 80BD and initialises the game clock.
EABD DEFB $FC Game clock
The next 28 bytes are copied to 80BE and define the horizontal guardians.
EABE DEFB $45 Horizontal guardian 1: y=13, initial x=17, 17<=x<=19, speed=normal
EABF DEFW $5DB1
EAC1 DEFB $68
EAC2 DEFB $00
EAC3 DEFB $B1
EAC4 DEFB $B3
EAC5 DEFB $00,$00,$00,$00,$00,$00,$00 Horizontal guardian 2 (unused)
EACC DEFB $00,$00,$00,$00,$00,$00,$00 Horizontal guardian 3 (unused)
EAD3 DEFB $00,$00,$00,$00,$00,$00,$00 Horizontal guardian 4 (unused)
EADA DEFB $FF Terminator
The next two bytes are copied to 80DB and 80DC but are not used.
EADB DEFB $00,$00 Unused
The next 28 bytes are copied to 80DD and define the vertical guardians.
EADD DEFB $06 Vertical guardian 1: x=9, initial y=40, 36<=y<102, initial y-increment=2
EADE DEFB $00
EADF DEFB $28
EAE0 DEFB $09
EAE1 DEFB $02
EAE2 DEFB $24
EAE3 DEFB $66
EAE4 DEFB $07 Vertical guardian 2: x=15, initial y=64, 36<=y<102, initial y-increment=1
EAE5 DEFB $01
EAE6 DEFB $40
EAE7 DEFB $0F
EAE8 DEFB $01
EAE9 DEFB $24
EAEA DEFB $66
EAEB DEFB $44 Vertical guardian 3: x=21, initial y=80, 32<=y<104, initial y-increment=-3
EAEC DEFB $03
EAED DEFB $50
EAEE DEFB $15
EAEF DEFB $FD
EAF0 DEFB $20
EAF1 DEFB $68
EAF2 DEFB $FF,$00,$00,$00,$00,$00,$00 Vertical guardian 4 (unused)
EAF9 DEFB $FF Terminator
The next 6 bytes are unused.
EAFA DEFB $00,$00,$00,$00,$00,$00 Unused
The next 256 bytes are copied to 8100 and define the guardian graphics.
the_bank_guardian0 the_bank_guardian1 the_bank_guardian2 the_bank_guardian3 the_bank_guardian4 the_bank_guardian5 the_bank_guardian6 the_bank_guardian7
EB00 DEFB $61,$86,$9F,$F9,$9F,$F9,$61,$86 Guardian graphic data
EB08 DEFB $03,$C0,$FF,$FF,$80,$01,$AA,$A9
EB10 DEFB $9F,$FD,$B5,$59,$90,$0D,$B5,$59
EB18 DEFB $9F,$FD,$AA,$A9,$80,$01,$FF,$FF
EB20 DEFB $1D,$B8,$22,$F4,$22,$F4,$1D,$B8
EB28 DEFB $03,$C0,$FF,$FF,$D5,$55,$BF,$FF
EB30 DEFB $EA,$AD,$B0,$07,$E5,$4D,$B0,$07
EB38 DEFB $EA,$AD,$BF,$FF,$D5,$55,$FF,$FF
EB40 DEFB $07,$E0,$08,$10,$08,$10,$07,$E0
EB48 DEFB $03,$C0,$FF,$FF,$FF,$FF,$D5,$57
EB50 DEFB $E0,$03,$CA,$A7,$E7,$F3,$CA,$A7
EB58 DEFB $E0,$03,$D5,$57,$FF,$FF,$FF,$FF
EB60 DEFB $1D,$B8,$2F,$44,$2F,$44,$1D,$B8
EB68 DEFB $03,$C0,$FF,$FF,$AA,$AB,$C0,$01
EB70 DEFB $95,$53,$CF,$F9,$9A,$B3,$CF,$F9
EB78 DEFB $95,$53,$C0,$01,$AA,$AB,$FF,$FF
EB80 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EB88 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EB90 DEFB $00,$00,$00,$00,$FF,$C0,$81,$C0
EB98 DEFB $FF,$C0,$82,$40,$FE,$40,$FF,$C0
EBA0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EBA8 DEFB $00,$00,$00,$00,$3F,$F0,$20,$70
EBB0 DEFB $3F,$F0,$20,$90,$3F,$90,$3F,$F0
EBB8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EBC0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EBC8 DEFB $0F,$FC,$08,$1C,$0F,$FC,$08,$24
EBD0 DEFB $0F,$E4,$0F,$FC,$00,$00,$00,$00
EBD8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EBE0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
EBE8 DEFB $00,$00,$00,$00,$03,$FF,$02,$07
EBF0 DEFB $03,$FF,$02,$09,$03,$F9,$03,$FF
EBF8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
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