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C200: Room 0x02: Under the MegaTree (teleport: 29)
Used by the routine at 8912.
under_the_megatree
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.
C200 DEFB $00,$03,$FF,$CF,$FC,$00,$00,$00 Room layout
C208 DEFB $AA,$AA,$AF,$FF,$3F,$00,$00,$00
C210 DEFB $00,$00,$3F,$D0,$5C,$00,$00,$00
C218 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C220 DEFB $AA,$80,$00,$00,$00,$00,$00,$00
C228 DEFB $00,$01,$40,$04,$00,$04,$00,$00
C230 DEFB $00,$00,$01,$00,$04,$00,$00,$00
C238 DEFB $AA,$A8,$00,$00,$00,$01,$00,$00
C240 DEFB $00,$00,$14,$10,$10,$00,$00,$00
C248 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C250 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C258 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C260 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C268 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C270 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C278 DEFB $55,$55,$55,$55,$55,$55,$55,$55
The next 32 bytes are copied to 8080 and specify the room name.
C280 DEFM " Under the MegaTree " 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.
background02 floor02 wall02 nasty02 ramp02 conveyor02
C2A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
C2A9 DEFB $44,$D7,$B3,$75,$6D,$5C,$18,$08,$04 Floor
C2B2 DEFB $42,$BD,$AA,$5D,$A2,$F3,$0A,$06,$01 Wall
C2BB DEFB $46,$49,$6A,$3B,$3A,$FC,$1E,$6B,$E8 Nasty
C2C4 DEFB $FF,$00,$00,$00,$FF,$00,$00,$00,$00 Ramp (unused)
C2CD 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.
C2D6 DEFB $00 Direction (left)
C2D7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
C2D9 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.
C2DA DEFB $00 Direction (up to the left)
C2DB DEFW $0000 Location in the attribute buffer at 5E00 (unused)
C2DD DEFB $00 Length: 0 (there is no ramp in this room)
The next byte is copied to 80DE and specifies the border colour.
C2DE DEFB $06 Border colour
The next two bytes are copied to 80DF, but are not used.
C2DF DEFB $80,$A0 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item02
C2E1 DEFB $81,$42,$24,$18,$3C,$18,$3C,$C3 Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
C2E9 DEFB $03 Room to the left (At the Foot of the MegaTree)
C2EA DEFB $01 Room to the right (The Bridge)
C2EB DEFB $00 Room above (The Off Licence)
C2EC DEFB $00 Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
C2ED 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.
C2F0 DEFB $20,$10 Guardian no. 0x20 (horizontal), base sprite 0, initial x=16 (A100)
C2F2 DEFB $2A,$0E Guardian no. 0x2A (vertical), base sprite 0, x=14 (A150)
C2F4 DEFB $1A,$1B Guardian no. 0x1A (horizontal), base sprite 0, initial x=27 (A0D0)
C2F6 DEFB $FF,$00 Terminator (A3F8)
C2F8 DEFB $00,$00 Nothing (A000)
C2FA DEFB $00,$00 Nothing (A000)
C2FC DEFB $00,$00 Nothing (A000)
C2FE DEFB $00,$00 Nothing (A000)
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