Prev: CA00 Up: Map Next: CC00
CB00: Room 0x0B: The Hall (teleport: 1249)
Used by the routine at 8912.
the_hall
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.
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.
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.
background11 floor11 wall11 nasty11 ramp11 conveyor11
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.
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.
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.
CBDE DEFB $04 Border colour
The next two bytes are copied to 80DF, but are not used.
CBDF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item11
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.
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.
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.
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)
Prev: CA00 Up: Map Next: CC00