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D500: Room 0x15: Ballroom West (teleport: 1359)
Used by the routine at 8912.
ballroom_west
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.
D500 DEFB $00,$00,$00,$00,$00,$00,$00,$0A Room layout
D508 DEFB $00,$00,$00,$00,$00,$00,$00,$0A
D510 DEFB $00,$00,$00,$00,$00,$00,$00,$0A
D518 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D520 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D528 DEFB $55,$55,$55,$55,$55,$55,$55,$55
D530 DEFB $00,$00,$A0,$00,$00,$00,$00,$00
D538 DEFB $00,$00,$A0,$00,$00,$00,$00,$00
D540 DEFB $00,$00,$A0,$00,$00,$00,$55,$55
D548 DEFB $00,$00,$A0,$00,$00,$00,$00,$00
D550 DEFB $00,$00,$A0,$00,$00,$00,$00,$00
D558 DEFB $00,$00,$A0,$00,$00,$00,$00,$00
D560 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D568 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D570 DEFB $55,$55,$55,$55,$55,$55,$55,$55
D578 DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
D580 DEFM " Ballroom West " 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.
background21 floor21 wall21 nasty21 ramp21 conveyor21
D5A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
D5A9 DEFB $32,$AA,$A8,$AD,$AF,$20,$AA,$55,$55 Floor
D5B2 DEFB $23,$11,$22,$88,$11,$44,$88,$22,$44 Wall
D5BB DEFB $42,$28,$54,$AA,$54,$A8,$54,$14,$2E Nasty (unused)
D5C4 DEFB $07,$C0,$C0,$30,$B0,$0C,$0C,$03,$0B Ramp
D5CD DEFB $46,$FF,$FF,$FF,$AA,$55,$18,$18,$18 Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
D5D6 DEFB $01 Direction (right)
D5D7 DEFW $5FB0 Location in the attribute buffer at 5E00: (13,16)
D5D9 DEFB $0C Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
D5DA DEFB $00 Direction (up to the left)
D5DB DEFW $5FA3 Location in the attribute buffer at 5E00: (13,3)
D5DD DEFB $04 Length
The next byte is copied to 80DE and specifies the border colour.
D5DE DEFB $01 Border colour
The next two bytes are copied to 80DF, but are not used.
D5DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item21
D5E1 DEFB $04,$04,$AE,$AE,$A2,$42,$42,$EE Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
D5E9 DEFB $16 Room to the left (To the Kitchens    Main Stairway)
D5EA DEFB $14 Room to the right (Ballroom East)
D5EB DEFB $1B Room above (The Chapel)
D5EC DEFB $00 Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
D5ED 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.
D5F0 DEFB $21,$18 Guardian no. 0x21 (horizontal), base sprite 0, initial x=24 (A108)
D5F2 DEFB $28,$0E Guardian no. 0x28 (vertical), base sprite 0, x=14 (A140)
D5F4 DEFB $2A,$06 Guardian no. 0x2A (vertical), base sprite 0, x=6 (A150)
D5F6 DEFB $FF,$00 Terminator (A3F8)
D5F8 DEFB $00,$00 Nothing (A000)
D5FA DEFB $00,$00 Nothing (A000)
D5FC DEFB $00,$00 Nothing (A000)
D5FE DEFB $00,$00 Nothing (A000)
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