Data |
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CB00 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout | ||||||||
CB08 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
CB10 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
CB18 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
CB20 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
CB28 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA | |||||||||
CB30 | DEFB $00,$00,$00,$00,$00,$28,$00,$00 | |||||||||
CB38 | DEFB $00,$00,$00,$00,$00,$28,$00,$00 | |||||||||
CB40 | DEFB $00,$00,$00,$00,$00,$28,$00,$00 | |||||||||
CB48 | DEFB $00,$00,$00,$00,$00,$28,$00,$00 | |||||||||
CB50 | DEFB $00,$00,$00,$00,$00,$28,$00,$00 | |||||||||
CB58 | DEFB $00,$00,$00,$00,$00,$28,$00,$00 | |||||||||
CB60 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
CB68 | DEFB $00,$00,$C0,$C0,$30,$00,$00,$00 | |||||||||
CB70 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA | |||||||||
CB78 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA | |||||||||
The next 32 bytes are copied to 8080 and specify the room name.
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CB80 | DEFM " The Hall " | 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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CBA0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background | ||||||||
CBA9 | DEFB $47,$FF,$AA,$77,$AA,$77,$AA,$55,$AA | Floor (unused) | ||||||||
CBB2 | DEFB $3A,$20,$10,$0E,$C1,$30,$09,$C6,$20 | Wall | ||||||||
CBBB | DEFB $44,$88,$A9,$A9,$BB,$BF,$BF,$BF,$5E | Nasty | ||||||||
CBC4 | DEFB $07,$C0,$C0,$30,$30,$0C,$0C,$03,$03 | Ramp | ||||||||
CBCD | 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.
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CBD6 | DEFB $00 | Direction (left) | ||||||||
CBD7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused) | ||||||||
CBD9 | 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.
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CBDA | DEFB $00 | Direction (up to the left) | ||||||||
CBDB | DEFW $5FA5 | Location in the attribute buffer at 5E00: (13,5) | ||||||||
CBDD | DEFB $06 | Length | ||||||||
The next byte is copied to 80DE and specifies the border colour.
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CBDE | DEFB $04 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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CBDF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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CBE1 | 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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CBE9 | DEFB $14 | Room to the left (Ballroom East) | ||||||||
CBEA | DEFB $0A | Room to the right (The Front Door) | ||||||||
CBEB | DEFB $00 | Room above (The Off Licence) | ||||||||
CBEC | DEFB $00 | Room below (The Off Licence) | ||||||||
The next three bytes are copied to 80ED, but are not used.
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CBED | 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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CBF0 | DEFB $59,$CA | Guardian no. 0x59 (vertical), base sprite 6, x=10 (A2C8) | ||||||||
CBF2 | DEFB $1A,$13 | Guardian no. 0x1A (horizontal), base sprite 0, initial x=19 (A0D0) | ||||||||
CBF4 | DEFB $5F,$13 | Guardian no. 0x5F (horizontal), base sprite 0, initial x=19 (A2F8) | ||||||||
CBF6 | DEFB $45,$44 | Arrow flying right to left at pixel y-coordinate 34 (A228) | ||||||||
CBF8 | DEFB $3C,$16 | Arrow flying left to right at pixel y-coordinate 11 (A1E0) | ||||||||
CBFA | DEFB $FF,$00 | Terminator (A3F8) | ||||||||
CBFC | DEFB $59,$00 | Guardian no. 0x59 (vertical), base sprite 0, x=0 (A2C8) (unused) | ||||||||
CBFE | DEFB $00,$00 | Nothing (A000) |
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