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CE00: Room 0x0E: Rescue Esmerelda (teleport: 2349)
Used by the routine at 8912.
rescue_esmerelda
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.
CE00 DEFB $00,$00,$00,$00,$00,$00,$08,$02 Room layout
CE08 DEFB $00,$00,$00,$00,$00,$00,$08,$02
CE10 DEFB $00,$00,$00,$00,$00,$00,$00,$02
CE18 DEFB $00,$00,$00,$00,$00,$00,$00,$00
CE20 DEFB $00,$00,$00,$00,$00,$00,$AA,$00
CE28 DEFB $00,$00,$00,$00,$00,$00,$08,$06
CE30 DEFB $00,$00,$00,$00,$00,$00,$00,$12
CE38 DEFB $00,$00,$00,$00,$00,$00,$00,$42
CE40 DEFB $00,$00,$00,$00,$00,$00,$01,$02
CE48 DEFB $AA,$06,$AA,$06,$AA,$0A,$AA,$06
CE50 DEFB $AA,$0E,$AA,$0E,$AA,$00,$00,$06
CE58 DEFB $AA,$0E,$AA,$0E,$AA,$00,$00,$06
CE60 DEFB $AA,$0E,$AA,$0E,$AA,$80,$00,$12
CE68 DEFB $AA,$0E,$AA,$0E,$AA,$A0,$00,$40
CE70 DEFB $AA,$0E,$AA,$0E,$AA,$A8,$01,$00
CE78 DEFB $AA,$AA,$AA,$AA,$AA,$AA,$04,$0A
The next 32 bytes are copied to 8080 and specify the room name.
CE80 DEFM " Rescue Esmerelda " 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.
background14 floor14 wall14 nasty14 ramp14 conveyor14
CEA0 DEFB $10,$00,$00,$00,$00,$00,$00,$00,$00 Background
CEA9 DEFB $17,$03,$03,$0C,$0C,$31,$32,$C4,$C8 Floor
CEB2 DEFB $04,$EE,$00,$BB,$00,$EE,$00,$BB,$00 Wall
CEBB DEFB $55,$D1,$E2,$C4,$C8,$D1,$E2,$C4,$C8 Nasty
CEC4 DEFB $17,$00,$00,$00,$00,$00,$00,$00,$00 Ramp (unused)
CECD DEFB $16,$F1,$AA,$F8,$AA,$00,$EE,$00,$BB Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
CED6 DEFB $01 Direction (right)
CED7 DEFW $5E98 Location in the attribute buffer at 5E00: (4,24)
CED9 DEFB $04 Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
CEDA DEFB $01 Direction (up to the right)
CEDB DEFW $0000 Location in the attribute buffer at 5E00 (unused)
CEDD DEFB $00 Length: 0 (there is no ramp in this room)
The next byte is copied to 80DE and specifies the border colour.
CEDE DEFB $01 Border colour
The next two bytes are copied to 80DF, but are not used.
CEDF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item14
CEE1 DEFB $FF,$49,$49,$49,$49,$49,$49,$FF Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
CEE9 DEFB $0F Room to the left (I'm sure I've seen this before..)
CEEA DEFB $2C Room to the right (On top of the house)
CEEB DEFB $14 Room above (Ballroom East)
CEEC DEFB $27 Room below (Emergency Generator)
The next three bytes are copied to 80ED, but are not used.
CEED 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.
CEF0 DEFB $04,$C4 Guardian no. 0x04 (vertical), base sprite 6, x=4 (A020)
CEF2 DEFB $02,$CC Guardian no. 0x02 (vertical), base sprite 6, x=12 (A010)
CEF4 DEFB $0D,$05 Guardian no. 0x0D (horizontal), base sprite 0, initial x=5 (A068)
CEF6 DEFB $0F,$98 Guardian no. 0x0F (vertical), base sprite 4, x=24 (A078)
CEF8 DEFB $FF,$00 Terminator (A3F8)
CEFA DEFB $00,$00 Nothing (A000)
CEFC DEFB $00,$00 Nothing (A000)
CEFE DEFB $00,$00 Nothing (A000)
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