Data |
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D000 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout | ||||||||
D008 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D010 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D018 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D020 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D028 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D030 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D038 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D040 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D048 | DEFB $AA,$00,$00,$00,$00,$00,$02,$AA | |||||||||
D050 | DEFB $AA,$40,$00,$00,$00,$00,$02,$AA | |||||||||
D058 | DEFB $AA,$40,$00,$00,$00,$00,$02,$AA | |||||||||
D060 | DEFB $AA,$40,$00,$00,$00,$00,$02,$AA | |||||||||
D068 | DEFB $AA,$40,$00,$00,$00,$00,$02,$AA | |||||||||
D070 | DEFB $AA,$40,$00,$00,$00,$00,$02,$AA | |||||||||
D078 | DEFB $AA,$7F,$FF,$FF,$FF,$FF,$FE,$AA | |||||||||
The next 32 bytes are copied to 8080 and specify the room name.
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D080 | DEFM " We must perform a Quirkafleeg " | 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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D0A0 | DEFB $06,$00,$00,$00,$00,$00,$00,$00,$00 | Background | ||||||||
D0A9 | DEFB $38,$33,$BB,$DD,$CC,$55,$99,$DD,$EE | Floor | ||||||||
D0B2 | DEFB $0D,$27,$F6,$00,$DC,$D1,$04,$77,$80 | Wall | ||||||||
D0BB | DEFB $45,$40,$E4,$4E,$44,$44,$44,$EE,$FF | Nasty | ||||||||
D0C4 | DEFB $07,$80,$40,$20,$30,$A8,$64,$22,$11 | Ramp | ||||||||
D0CD | 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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D0D6 | DEFB $00 | Direction (left) | ||||||||
D0D7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused) | ||||||||
D0D9 | 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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D0DA | DEFB $00 | Direction (up to the left) | ||||||||
D0DB | DEFW $5F24 | Location in the attribute buffer at 5E00: (9,4) | ||||||||
D0DD | DEFB $01 | Length | ||||||||
The next byte is copied to 80DE and specifies the border colour.
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D0DE | DEFB $02 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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D0DF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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D0E1 | DEFB $18,$24,$18,$2C,$5E,$5E,$E7,$66 | Item graphic | ||||||||
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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D0E9 | DEFB $11 | Room to the left (Up on the Battlements) | ||||||||
D0EA | DEFB $0F | Room to the right (I'm sure I've seen this before..) | ||||||||
D0EB | DEFB $32 | Room above (Watch Tower) | ||||||||
D0EC | DEFB $00 | Room below (The Off Licence) | ||||||||
The next three bytes are copied to 80ED, but are not used.
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D0ED | 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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D0F0 | DEFB $0D,$08 | Guardian no. 0x0D (horizontal), base sprite 0, initial x=8 (A068) | ||||||||
D0F2 | DEFB $01,$10 | Rope at x=16 (A008) | ||||||||
D0F4 | DEFB $3C,$84 | Arrow flying left to right at pixel y-coordinate 66 (A1E0) | ||||||||
D0F6 | DEFB $FF,$00 | Terminator (A3F8) | ||||||||
D0F8 | DEFB $00,$00 | Nothing (A000) | ||||||||
D0FA | DEFB $00,$00 | Nothing (A000) | ||||||||
D0FC | DEFB $00,$00 | Nothing (A000) | ||||||||
D0FE | DEFB $00,$00 | Nothing (A000) |
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