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D300: Room 0x13: The Forgotten Abbey (teleport: 1259)
Used by the routine at 8912.
the_forgotten_abbey
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.
D300 DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA Room layout
D308 DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
D310 DEFB $A0,$00,$30,$00,$C0,$00,$C0,$0A
D318 DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
D320 DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
D328 DEFB $A8,$00,$00,$00,$00,$00,$00,$0A
D330 DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
D338 DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
D340 DEFB $A0,$00,$00,$00,$30,$00,$00,$0A
D348 DEFB $A0,$00,$00,$00,$00,$00,$00,$1A
D350 DEFB $A5,$00,$00,$00,$00,$00,$00,$0A
D358 DEFB $50,$05,$55,$55,$55,$55,$55,$5A
D360 DEFB $50,$00,$00,$00,$00,$00,$00,$0A
D368 DEFB $A8,$00,$00,$00,$00,$00,$00,$00
D370 DEFB $AA,$00,$00,$00,$00,$00,$00,$00
D378 DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
D380 DEFM " The Forgotten Abbey " 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.
background19 floor19 wall19 nasty19 ramp19 conveyor19
D3A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
D3A9 DEFB $04,$FF,$FF,$F2,$24,$40,$02,$00,$88 Floor
D3B2 DEFB $1D,$44,$AA,$11,$44,$11,$AA,$44,$11 Wall
D3BB DEFB $42,$18,$3C,$7E,$99,$99,$7E,$42,$3C Nasty
D3C4 DEFB $07,$80,$40,$E0,$30,$A8,$D4,$22,$89 Ramp
D3CD DEFB $0F,$70,$55,$00,$BB,$AA,$AA,$AA,$AA Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
D3D6 DEFB $00 Direction (left)
D3D7 DEFW $5EE4 Location in the attribute buffer at 5E00: (7,4)
D3D9 DEFB $1A Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
D3DA DEFB $00 Direction (up to the left)
D3DB DEFW $5FC4 Location in the attribute buffer at 5E00: (14,4)
D3DD DEFB $02 Length
The next byte is copied to 80DE and specifies the border colour.
D3DE DEFB $01 Border colour
The next two bytes are copied to 80DF, but are not used.
D3DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item19
D3E1 DEFB $18,$24,$DB,$DB,$24,$18,$18,$18 Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
D3E9 DEFB $31 Room to the left (The Wine Cellar)
D3EA DEFB $05 Room to the right (The Security Guard)
D3EB DEFB $00 Room above (The Off Licence)
D3EC DEFB $00 Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
D3ED 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.
D3F0 DEFB $4A,$08 Guardian no. 0x4A (horizontal), base sprite 0, initial x=8 (A250)
D3F2 DEFB $4B,$10 Guardian no. 0x4B (horizontal), base sprite 0, initial x=16 (A258)
D3F4 DEFB $4C,$0B Guardian no. 0x4C (horizontal), base sprite 0, initial x=11 (A260)
D3F6 DEFB $4D,$18 Guardian no. 0x4D (horizontal), base sprite 0, initial x=24 (A268)
D3F8 DEFB $4E,$07 Guardian no. 0x4E (horizontal), base sprite 0, initial x=7 (A270)
D3FA DEFB $4F,$0C Guardian no. 0x4F (horizontal), base sprite 0, initial x=12 (A278)
D3FC DEFB $50,$12 Guardian no. 0x50 (horizontal), base sprite 0, initial x=18 (A280)
D3FE DEFB $51,$18 Guardian no. 0x51 (horizontal), base sprite 0, initial x=24 (A288)
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