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CA00: Room 0x0A: The Front Door (teleport: 249)
Used by the routine at 8912.
the_front_door
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.
CA00 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
CA08 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA10 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA18 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA20 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA28 DEFB $AA,$AA,$AA,$00,$00,$00,$00,$00
CA30 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA38 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA40 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA48 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA50 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA58 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA60 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA68 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA70 DEFB $40,$00,$00,$00,$00,$00,$00,$00
CA78 DEFB $A0,$00,$00,$00,$00,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
CA80 DEFM " The Front Door " 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.
background10 floor10 wall10 nasty10 ramp10 conveyor10
CAA0 DEFB $28,$00,$00,$00,$00,$00,$00,$00,$00 Background
CAA9 DEFB $47,$FF,$AA,$77,$AA,$77,$AA,$55,$AA Floor
CAB2 DEFB $3A,$20,$10,$0E,$C1,$30,$09,$C6,$20 Wall
CABB DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 Nasty (unused)
CAC4 DEFB $2F,$C0,$40,$B0,$50,$AC,$54,$AB,$55 Ramp
CACD 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.
CAD6 DEFB $00 Direction (left)
CAD7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
CAD9 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.
CADA DEFB $00 Direction (up to the left)
CADB DEFW $5FE2 Location in the attribute buffer at 5E00: (15,2)
CADD DEFB $02 Length
The next byte is copied to 80DE and specifies the border colour.
CADE DEFB $02 Border colour
The next two bytes are copied to 80DF, but are not used.
CADF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item10
CAE1 DEFB $0C,$1C,$1C,$1E,$1B,$3F,$78,$FF Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
CAE9 DEFB $0B Room to the left (The Hall)
CAEA DEFB $09 Room to the right (On a Branch Over the Drive)
CAEB DEFB $00 Room above (The Off Licence)
CAEC DEFB $05 Room below (The Security Guard)
The next three bytes are copied to 80ED, but are not used.
CAED 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.
CAF0 DEFB $FF,$00 Terminator (A3F8)
CAF2 DEFB $00,$00 Nothing (A000)
CAF4 DEFB $00,$00 Nothing (A000)
CAF6 DEFB $00,$00 Nothing (A000)
CAF8 DEFB $00,$00 Nothing (A000)
CAFA DEFB $00,$00 Nothing (A000)
CAFC DEFB $00,$00 Nothing (A000)
CAFE DEFB $00,$00 Nothing (A000)
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