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C800: Room 0x08: Inside the MegaTrunk (teleport: 49)
Used by the routine at 8912.
inside_the_megatrunk
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.
C800 DEFB $00,$00,$08,$00,$08,$00,$00,$00 Room layout
C808 DEFB $00,$00,$08,$00,$08,$00,$00,$00
C810 DEFB $00,$00,$08,$00,$08,$00,$00,$00
C818 DEFB $00,$00,$08,$01,$40,$00,$00,$00
C820 DEFB $00,$00,$09,$00,$00,$00,$00,$00
C828 DEFB $00,$00,$00,$00,$1A,$AA,$80,$00
C830 DEFB $00,$00,$00,$05,$08,$00,$00,$00
C838 DEFB $AA,$AA,$A8,$00,$08,$00,$00,$00
C840 DEFB $30,$C3,$09,$00,$08,$00,$00,$00
C848 DEFB $30,$C3,$08,$00,$58,$00,$00,$00
C850 DEFB $30,$C3,$08,$00,$08,$00,$00,$00
C858 DEFB $30,$C3,$08,$05,$00,$00,$00,$00
C860 DEFB $30,$C3,$08,$00,$00,$00,$00,$00
C868 DEFB $30,$C3,$09,$00,$0A,$AA,$AA,$AA
C870 DEFB $30,$C3,$08,$00,$08,$00,$00,$00
C878 DEFB $30,$C3,$08,$00,$58,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
C880 DEFM " Inside the MegaTrunk " 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.
background08 floor08 wall08 nasty08 ramp08 conveyor08
C8A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
C8A9 DEFB $04,$F5,$FA,$BF,$1F,$26,$14,$22,$10 Floor
C8B2 DEFB $16,$AB,$AB,$AD,$AA,$AA,$AE,$55,$55 Wall
C8BB DEFB $06,$6E,$74,$38,$1E,$6E,$74,$38,$1E Nasty
C8C4 DEFB $07,$40,$00,$10,$00,$04,$00,$01,$00 Ramp
C8CD 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.
C8D6 DEFB $00 Direction (left)
C8D7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
C8D9 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.
C8DA DEFB $00 Direction (up to the left)
C8DB DEFW $5EFB Location in the attribute buffer at 5E00: (7,27)
C8DD DEFB $03 Length
The next byte is copied to 80DE and specifies the border colour.
C8DE DEFB $04 Border colour
The next two bytes are copied to 80DF, but are not used.
C8DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item08
C8E1 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.
C8E9 DEFB $09 Room to the left (On a Branch Over the Drive)
C8EA DEFB $07 Room to the right (Cuckoo's Nest)
C8EB DEFB $0C Room above (Tree Top)
C8EC DEFB $03 Room below (At the Foot of the MegaTree)
The next three bytes are copied to 80ED, but are not used.
C8ED 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.
C8F0 DEFB $09,$02 Guardian no. 0x09 (vertical), base sprite 0, x=2 (A048)
C8F2 DEFB $09,$05 Guardian no. 0x09 (vertical), base sprite 0, x=5 (A048)
C8F4 DEFB $09,$08 Guardian no. 0x09 (vertical), base sprite 0, x=8 (A048)
C8F6 DEFB $18,$06 Guardian no. 0x18 (horizontal), base sprite 0, initial x=6 (A0C0)
C8F8 DEFB $2C,$2C Guardian no. 0x2C (vertical), base sprite 1, x=12 (A160)
C8FA DEFB $16,$1B Guardian no. 0x16 (horizontal), base sprite 0, initial x=27 (A0B0)
C8FC DEFB $2F,$93 Guardian no. 0x2F (horizontal), base sprite 4, initial x=19 (A178)
C8FE DEFB $FF,$00 Terminator (A3F8)
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