Data |
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C400 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout | ||||||||
C408 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
C410 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
C418 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
C420 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
C428 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
C430 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
C438 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
C440 | DEFB $54,$00,$00,$00,$00,$00,$00,$00 | |||||||||
C448 | DEFB $AA,$00,$00,$00,$00,$00,$00,$00 | |||||||||
C450 | DEFB $AA,$80,$00,$00,$00,$00,$00,$00 | |||||||||
C458 | DEFB $00,$A0,$00,$00,$00,$00,$00,$00 | |||||||||
C460 | DEFB $00,$A8,$00,$00,$00,$00,$00,$00 | |||||||||
C468 | DEFB $00,$AA,$00,$00,$00,$00,$00,$00 | |||||||||
C470 | DEFB $A0,$AA,$80,$00,$00,$00,$00,$00 | |||||||||
C478 | DEFB $A0,$AA,$A5,$55,$55,$5A,$55,$55 | |||||||||
The next 32 bytes are copied to 8080 and specify the room name.
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C480 | DEFM " The Drive " | 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.
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C4A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background | ||||||||
C4A9 | DEFB $06,$AA,$55,$AA,$FF,$FF,$55,$AA,$55 | Floor | ||||||||
C4B2 | DEFB $0D,$70,$07,$77,$77,$00,$3B,$0B,$7D | Wall | ||||||||
C4BB | DEFB $44,$14,$2A,$14,$09,$6A,$9C,$08,$08 | Nasty (unused) | ||||||||
C4C4 | DEFB $05,$C0,$40,$70,$70,$0C,$74,$77,$05 | Ramp | ||||||||
C4CD | DEFB $42,$7B,$00,$ED,$00,$AA,$55,$AA,$55 | Conveyor | ||||||||
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
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C4D6 | DEFB $01 | Direction (right) | ||||||||
C4D7 | DEFW $5FA0 | Location in the attribute buffer at 5E00: (13,0) | ||||||||
C4D9 | DEFB $02 | Length | ||||||||
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
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C4DA | DEFB $00 | Direction (up to the left) | ||||||||
C4DB | DEFW $5FC9 | Location in the attribute buffer at 5E00: (14,9) | ||||||||
C4DD | DEFB $07 | Length | ||||||||
The next byte is copied to 80DE and specifies the border colour.
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C4DE | DEFB $03 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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C4DF | DEFB $C0,$A0 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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C4E1 | 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.
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C4E9 | DEFB $05 | Room to the left (The Security Guard) | ||||||||
C4EA | DEFB $03 | Room to the right (At the Foot of the MegaTree) | ||||||||
C4EB | DEFB $06 | Room above (Entrance to Hades) | ||||||||
C4EC | DEFB $2D | Room below (Under the Drive) | ||||||||
The next three bytes are copied to 80ED, but are not used.
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C4ED | 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.
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C4F0 | DEFB $15,$12 | Guardian no. 0x15 (horizontal), base sprite 0, initial x=18 (A0A8) | ||||||||
C4F2 | DEFB $16,$15 | Guardian no. 0x16 (horizontal), base sprite 0, initial x=21 (A0B0) | ||||||||
C4F4 | DEFB $17,$08 | Guardian no. 0x17 (horizontal), base sprite 0, initial x=8 (A0B8) | ||||||||
C4F6 | DEFB $18,$14 | Guardian no. 0x18 (horizontal), base sprite 0, initial x=20 (A0C0) | ||||||||
C4F8 | DEFB $24,$8F | Guardian no. 0x24 (horizontal), base sprite 4, initial x=15 (A120) | ||||||||
C4FA | DEFB $FF,$00 | Terminator (A3F8) | ||||||||
C4FC | DEFB $00,$00 | Nothing (A000) | ||||||||
C4FE | DEFB $00,$00 | Nothing (A000) |
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