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C700: Room 0x07: Cuckoo's Nest (teleport: 1239)
Used by the routine at 8912.
cuckoo's_nest
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.
C700 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
C708 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C710 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C718 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C720 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C728 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C730 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C738 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C740 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C748 DEFB $00,$00,$00,$00,$00,$00,$00,$00
C750 DEFB $00,$00,$00,$00,$F0,$00,$00,$00
C758 DEFB $00,$00,$00,$01,$54,$00,$00,$00
C760 DEFB $00,$00,$00,$05,$54,$00,$00,$00
C768 DEFB $AA,$AA,$AA,$A9,$54,$00,$00,$00
C770 DEFB $00,$00,$00,$05,$50,$00,$00,$00
C778 DEFB $00,$00,$00,$00,$00,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
C780 DEFM " Cuckoo's Nest " 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.
background07 floor07 wall07 nasty07 ramp07 conveyor07
C7A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
C7A9 DEFB $04,$04,$03,$C9,$D8,$30,$36,$23,$01 Floor
C7B2 DEFB $16,$FF,$60,$0E,$F0,$03,$3C,$C7,$38 Wall
C7BB DEFB $06,$C2,$34,$0B,$44,$88,$0B,$30,$08 Nasty
C7C4 DEFB $07,$03,$00,$0C,$00,$30,$00,$C0,$00 Ramp
C7CD 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.
C7D6 DEFB $00 Direction (left)
C7D7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
C7D9 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.
C7DA DEFB $01 Direction (up to the right)
C7DB DEFW $5F8D Location in the attribute buffer at 5E00: (12,13)
C7DD DEFB $02 Length
The next byte is copied to 80DE and specifies the border colour.
C7DE DEFB $01 Border colour
The next two bytes are copied to 80DF, but are not used.
C7DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item07
C7E1 DEFB $20,$18,$A9,$DB,$7E,$7E,$3C,$5A Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
C7E9 DEFB $08 Room to the left (Inside the MegaTrunk)
C7EA DEFB $00 Room to the right (The Off Licence)
C7EB DEFB $00 Room above (The Off Licence)
C7EC DEFB $02 Room below (Under the MegaTree)
The next three bytes are copied to 80ED, but are not used.
C7ED 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.
C7F0 DEFB $27,$90 Guardian no. 0x27 (horizontal), base sprite 4, initial x=16 (A138)
C7F2 DEFB $6F,$05 Guardian no. 0x6F (horizontal), base sprite 0, initial x=5 (A378)
C7F4 DEFB $3C,$A4 Arrow flying left to right at pixel y-coordinate 82 (A1E0)
C7F6 DEFB $FF,$00 Terminator (A3F8)
C7F8 DEFB $00,$00 Nothing (A000)
C7FA DEFB $00,$00 Nothing (A000)
C7FC DEFB $00,$00 Nothing (A000)
C7FE DEFB $00,$00 Nothing (A000)
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