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D400: Room 0x14: Ballroom East (teleport: 359)
Used by the routine at 8912.
ballroom_east
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.
D400 DEFB $A0,$40,$0A,$00,$00,$00,$00,$00 Room layout
D408 DEFB $A0,$40,$0A,$00,$00,$00,$00,$00
D410 DEFB $A0,$40,$0A,$00,$00,$00,$00,$00
D418 DEFB $00,$40,$00,$00,$00,$00,$00,$00
D420 DEFB $00,$40,$00,$00,$00,$00,$00,$00
D428 DEFB $55,$55,$5A,$0A,$AA,$AA,$AA,$AA
D430 DEFB $00,$00,$10,$00,$00,$00,$00,$00
D438 DEFB $00,$00,$10,$00,$00,$00,$00,$00
D440 DEFB $00,$00,$15,$55,$55,$55,$55,$55
D448 DEFB $00,$00,$10,$00,$00,$00,$00,$00
D450 DEFB $00,$00,$10,$00,$00,$00,$00,$00
D458 DEFB $00,$00,$10,$00,$00,$00,$00,$00
D460 DEFB $00,$00,$10,$00,$00,$00,$00,$00
D468 DEFB $00,$00,$10,$00,$00,$00,$00,$00
D470 DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
D478 DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
D480 DEFM " Ballroom East " 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.
background20 floor20 wall20 nasty20 ramp20 conveyor20
D4A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
D4A9 DEFB $06,$AA,$55,$22,$44,$22,$44,$22,$44 Floor
D4B2 DEFB $0F,$44,$44,$FF,$11,$11,$FF,$55,$AA Wall
D4BB DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 Nasty (unused)
D4C4 DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 Ramp (unused)
D4CD 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.
D4D6 DEFB $00 Direction (left)
D4D7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
D4D9 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.
D4DA DEFB $00 Direction (up to the left)
D4DB DEFW $0000 Location in the attribute buffer at 5E00 (unused)
D4DD DEFB $00 Length: 0 (there is no ramp in this room)
The next byte is copied to 80DE and specifies the border colour.
D4DE DEFB $02 Border colour
The next two bytes are copied to 80DF, but are not used.
D4DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item20
D4E1 DEFB $81,$81,$42,$24,$18,$18,$18,$E7 Item graphic (unused)
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
D4E9 DEFB $15 Room to the left (Ballroom West)
D4EA DEFB $0B Room to the right (The Hall)
D4EB DEFB $1A Room above (East Wall Base)
D4EC DEFB $00 Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
D4ED 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.
D4F0 DEFB $13,$6C Guardian no. 0x13 (vertical), base sprite 3, x=12 (A098)
D4F2 DEFB $2A,$05 Guardian no. 0x2A (vertical), base sprite 0, x=5 (A150)
D4F4 DEFB $28,$07 Guardian no. 0x28 (vertical), base sprite 0, x=7 (A140)
D4F6 DEFB $29,$2B Guardian no. 0x29 (vertical), base sprite 1, x=11 (A148)
D4F8 DEFB $15,$18 Guardian no. 0x15 (horizontal), base sprite 0, initial x=24 (A0A8)
D4FA DEFB $FF,$00 Terminator (A3F8)
D4FC DEFB $00,$00 Nothing (A000)
D4FE DEFB $00,$00 Nothing (A000)
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