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D700: Room 0x17: The Kitchen (teleport: 12359)
Used by the routine at 8912.
the_kitchen
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.
D700 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
D708 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D710 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D718 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D720 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D728 DEFB $54,$15,$41,$50,$00,$00,$00,$00
D730 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D738 DEFB $00,$00,$00,$00,$04,$00,$00,$00
D740 DEFB $54,$15,$40,$00,$00,$00,$00,$2A
D748 DEFB $00,$00,$01,$50,$00,$00,$00,$AA
D750 DEFB $00,$00,$00,$00,$00,$00,$02,$AA
D758 DEFB $00,$00,$00,$00,$00,$00,$00,$00
D760 DEFB $54,$15,$41,$50,$00,$00,$00,$00
D768 DEFB $00,$00,$00,$00,$15,$00,$00,$00
D770 DEFB $00,$00,$00,$00,$00,$02,$AA,$AA
D778 DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
D780 DEFM " The Kitchen " 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.
background23 floor23 wall23 nasty23 ramp23 conveyor23
D7A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
D7A9 DEFB $04,$FE,$01,$7D,$85,$81,$81,$81,$01 Floor
D7B2 DEFB $4D,$42,$A5,$5A,$24,$24,$5A,$A5,$42 Wall
D7BB DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 Nasty (unused)
D7C4 DEFB $47,$03,$00,$0C,$00,$30,$00,$C0,$00 Ramp
D7CD 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.
D7D6 DEFB $00 Direction (left)
D7D7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
D7D9 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.
D7DA DEFB $01 Direction (up to the right)
D7DB DEFW $5FD6 Location in the attribute buffer at 5E00: (14,22)
D7DD DEFB $07 Length
The next byte is copied to 80DE and specifies the border colour.
D7DE DEFB $04 Border colour
The next two bytes are copied to 80DF, but are not used.
D7DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item23
D7E1 DEFB $20,$40,$A0,$18,$16,$09,$08,$04 Item graphic (unused)
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
D7E9 DEFB $18 Room to the left (West of Kitchen)
D7EA DEFB $16 Room to the right (To the Kitchens    Main Stairway)
D7EB DEFB $00 Room above (The Off Licence)
D7EC DEFB $00 Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
D7ED 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.
D7F0 DEFB $30,$03 Guardian no. 0x30 (vertical), base sprite 0, x=3 (A180)
D7F2 DEFB $31,$09 Guardian no. 0x31 (vertical), base sprite 0, x=9 (A188)
D7F4 DEFB $32,$0F Guardian no. 0x32 (vertical), base sprite 0, x=15 (A190)
D7F6 DEFB $30,$14 Guardian no. 0x30 (vertical), base sprite 0, x=20 (A180)
D7F8 DEFB $FF,$00 Terminator (A3F8)
D7FA DEFB $00,$00 Nothing (A000)
D7FC DEFB $00,$00 Nothing (A000)
D7FE DEFB $00,$00 Nothing (A000)
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