Data |
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D900 | DEFB $00,$03,$00,$00,$00,$00,$00,$00 | Room layout | ||||||||
D908 | DEFB $00,$00,$00,$30,$00,$00,$C0,$00 | |||||||||
D910 | DEFB $54,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D918 | DEFB $00,$00,$00,$00,$00,$C0,$03,$00 | |||||||||
D920 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D928 | DEFB $55,$55,$00,$00,$00,$00,$00,$00 | |||||||||
D930 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D938 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
D940 | DEFB $55,$50,$00,$00,$00,$00,$0A,$AA | |||||||||
D948 | DEFB $00,$00,$00,$00,$00,$00,$0A,$AA | |||||||||
D950 | DEFB $00,$00,$00,$00,$00,$00,$0A,$AA | |||||||||
D958 | DEFB $55,$50,$00,$00,$00,$00,$0A,$AA | |||||||||
D960 | DEFB $00,$00,$30,$00,$00,$14,$0A,$AA | |||||||||
D968 | DEFB $00,$00,$00,$00,$00,$00,$0A,$AA | |||||||||
D970 | DEFB $00,$00,$00,$00,$00,$00,$0A,$AA | |||||||||
D978 | DEFB $55,$55,$55,$55,$55,$55,$5A,$AA | |||||||||
The next 32 bytes are copied to 8080 and specify the room name.
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D980 | DEFM " Cold Store " | 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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D9A0 | DEFB $0E,$00,$00,$00,$00,$00,$00,$00,$00 | Background | ||||||||
D9A9 | DEFB $0D,$FF,$FF,$55,$AA,$55,$AA,$00,$00 | Floor | ||||||||
D9B2 | DEFB $22,$92,$52,$4A,$49,$29,$25,$A4,$92 | Wall | ||||||||
D9BB | DEFB $4F,$20,$22,$14,$D8,$1B,$28,$44,$04 | Nasty | ||||||||
D9C4 | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Ramp (unused) | ||||||||
D9CD | 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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D9D6 | DEFB $00 | Direction (left) | ||||||||
D9D7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused) | ||||||||
D9D9 | 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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D9DA | DEFB $00 | Direction (up to the left) | ||||||||
D9DB | DEFW $0000 | Location in the attribute buffer at 5E00 (unused) | ||||||||
D9DD | 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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D9DE | DEFB $01 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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D9DF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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D9E1 | DEFB $70,$8C,$72,$FA,$EF,$AD,$25,$21 | Item graphic | ||||||||
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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D9E9 | DEFB $34 | Room to the left (Back Stairway) | ||||||||
D9EA | DEFB $18 | Room to the right (West of Kitchen) | ||||||||
D9EB | DEFB $1F | Room above (Swimming Pool) | ||||||||
D9EC | DEFB $00 | Room below (The Off Licence) | ||||||||
The next three bytes are copied to 80ED, but are not used.
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D9ED | 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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D9F0 | DEFB $36,$10 | Guardian no. 0x36 (horizontal), base sprite 0, initial x=16 (A1B0) | ||||||||
D9F2 | DEFB $37,$04 | Guardian no. 0x37 (horizontal), base sprite 0, initial x=4 (A1B8) | ||||||||
D9F4 | DEFB $38,$03 | Guardian no. 0x38 (horizontal), base sprite 0, initial x=3 (A1C0) | ||||||||
D9F6 | DEFB $39,$08 | Guardian no. 0x39 (horizontal), base sprite 0, initial x=8 (A1C8) | ||||||||
D9F8 | DEFB $01,$10 | Rope at x=16 (A008) | ||||||||
D9FA | DEFB $FF,$00 | Terminator (A3F8) | ||||||||
D9FC | DEFB $00,$00 | Nothing (A000) | ||||||||
D9FE | DEFB $00,$00 | Nothing (A000) |
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