Prev: D800 Up: Map Next: DA00
D900: Room 0x19: Cold Store (teleport: 1459)
Used by the routine at 8912.
cold_store
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.
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.
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.
background25 floor25 wall25 nasty25 ramp25 conveyor25
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.
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.
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.
D9DE DEFB $01 Border colour
The next two bytes are copied to 80DF, but are not used.
D9DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item25
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.
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.
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.
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)
Prev: D800 Up: Map Next: DA00