Data |
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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.
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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.
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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.
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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.
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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.
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D4DE | DEFB $02 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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D4DF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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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.
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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.
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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.
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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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