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C400: Room 0x04: The Drive (teleport: 39)
Used by the routine at 8912.
the_drive
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.
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.
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.
background04 floor04 wall04 nasty04 ramp04 conveyor04
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.
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.
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.
C4DE DEFB $03 Border colour
The next two bytes are copied to 80DF, but are not used.
C4DF DEFB $C0,$A0 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item04
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.
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.
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.
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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