Data |
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C500 | DEFB $80,$00,$00,$00,$00,$00,$00,$00 | Room layout | ||||||||
C508 | DEFB $A0,$00,$00,$00,$00,$00,$00,$00 | |||||||||
C510 | DEFB $A8,$00,$00,$00,$00,$00,$00,$00 | |||||||||
C518 | DEFB $AA,$00,$00,$00,$00,$00,$00,$00 | |||||||||
C520 | DEFB $AA,$80,$00,$00,$00,$00,$00,$00 | |||||||||
C528 | DEFB $AA,$A0,$00,$00,$00,$00,$00,$00 | |||||||||
C530 | DEFB $A8,$00,$00,$00,$00,$00,$00,$00 | |||||||||
C538 | DEFB $A8,$00,$00,$00,$00,$00,$00,$00 | |||||||||
C540 | DEFB $A8,$15,$54,$10,$41,$54,$15,$55 | |||||||||
C548 | DEFB $A8,$2A,$A8,$20,$82,$A8,$2A,$AA | |||||||||
C550 | DEFB $00,$00,$A8,$20,$82,$A8,$2A,$AA | |||||||||
C558 | DEFB $00,$00,$A8,$20,$82,$A8,$28,$00 | |||||||||
C560 | DEFB $00,$00,$A8,$20,$82,$A8,$28,$00 | |||||||||
C568 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
C570 | DEFB $00,$00,$00,$00,$00,$00,$00,$2A | |||||||||
C578 | DEFB $A0,$0A,$AA,$AA,$AA,$AA,$AA,$AA | |||||||||
The next 32 bytes are copied to 8080 and specify the room name.
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C580 | DEFM " The Security Guard " | 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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C5A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background | ||||||||
C5A9 | DEFB $04,$FF,$FF,$AA,$55,$AA,$55,$AA,$55 | Floor | ||||||||
C5B2 | DEFB $0D,$0E,$C6,$95,$B0,$36,$86,$C0,$ED | Wall | ||||||||
C5BB | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Nasty (unused) | ||||||||
C5C4 | DEFB $07,$E0,$40,$20,$10,$0E,$04,$02,$01 | Ramp | ||||||||
C5CD | DEFB $42,$6F,$00,$B7,$00,$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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C5D6 | DEFB $01 | Direction (right) | ||||||||
C5D7 | DEFW $5FBD | Location in the attribute buffer at 5E00: (13,29) | ||||||||
C5D9 | DEFB $03 | Length | ||||||||
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
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C5DA | DEFB $00 | Direction (up to the left) | ||||||||
C5DB | DEFW $5EE8 | Location in the attribute buffer at 5E00: (7,8) | ||||||||
C5DD | DEFB $08 | Length | ||||||||
The next byte is copied to 80DE and specifies the border colour.
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C5DE | DEFB $01 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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C5DF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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C5E1 | 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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C5E9 | DEFB $13 | Room to the left (The Forgotten Abbey) | ||||||||
C5EA | DEFB $04 | Room to the right (The Drive) | ||||||||
C5EB | DEFB $0A | Room above (The Front Door) | ||||||||
C5EC | DEFB $06 | Room below (Entrance to Hades) | ||||||||
The next three bytes are copied to 80ED, but are not used.
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C5ED | 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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C5F0 | DEFB $02,$8E | Guardian no. 0x02 (vertical), base sprite 4, x=14 (A010) | ||||||||
C5F2 | DEFB $03,$8B | Guardian no. 0x03 (vertical), base sprite 4, x=11 (A018) | ||||||||
C5F4 | DEFB $03,$97 | Guardian no. 0x03 (vertical), base sprite 4, x=23 (A018) | ||||||||
C5F6 | DEFB $04,$91 | Guardian no. 0x04 (vertical), base sprite 4, x=17 (A020) | ||||||||
C5F8 | DEFB $FF,$00 | Terminator (A3F8) | ||||||||
C5FA | DEFB $00,$00 | Nothing (A000) | ||||||||
C5FC | DEFB $00,$00 | Nothing (A000) | ||||||||
C5FE | DEFB $00,$00 | Nothing (A000) |
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