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E000: Room 0x20: Halfway up the East Wall (teleport: 69)
Used by the routine at 8912.
halfway_up_the_east_wall
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.
E000 DEFB $A0,$00,$0A,$00,$00,$00,$00,$00 Room layout
E008 DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
E010 DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
E018 DEFB $A0,$08,$00,$00,$00,$00,$00,$00
E020 DEFB $80,$0A,$00,$00,$00,$00,$00,$00
E028 DEFB $80,$1A,$80,$00,$00,$00,$00,$00
E030 DEFB $A0,$00,$20,$00,$00,$00,$00,$00
E038 DEFB $A0,$00,$28,$00,$00,$00,$00,$00
E040 DEFB $A0,$4A,$AA,$00,$00,$00,$00,$00
E048 DEFB $A0,$0A,$AA,$00,$00,$00,$00,$00
E050 DEFB $A0,$10,$0A,$00,$00,$00,$00,$00
E058 DEFB $A4,$00,$0A,$00,$00,$00,$00,$00
E060 DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
E068 DEFB $A0,$04,$0A,$00,$00,$00,$00,$00
E070 DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
E078 DEFB $A0,$00,$1A,$00,$00,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
E080 DEFM "Halfway up the East Wall " 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.
background32 floor32 wall32 nasty32 ramp32 conveyor32
E0A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
E0A9 DEFB $05,$FF,$FF,$5A,$99,$BD,$5A,$3C,$5A Floor
E0B2 DEFB $0F,$33,$11,$44,$CC,$33,$11,$44,$CC Wall
E0BB DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 Nasty (unused)
E0C4 DEFB $07,$80,$C0,$E0,$70,$B8,$1C,$4E,$C7 Ramp
E0CD DEFB $07,$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.
E0D6 DEFB $01 Direction (right)
E0D7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
E0D9 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.
E0DA DEFB $00 Direction (up to the left)
E0DB DEFW $5EEB Location in the attribute buffer at 5E00: (7,11)
E0DD DEFB $06 Length
The next byte is copied to 80DE and specifies the border colour.
E0DE DEFB $02 Border colour
The next two bytes are copied to 80DF, but are not used.
E0DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item32
E0E1 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Item graphic (unused)
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
E0E9 DEFB $21 Room to the left (The Bathroom)
E0EA DEFB $00 Room to the right (The Off Licence)
E0EB DEFB $26 Room above (Priests' Hole)
E0EC DEFB $1A Room below (East Wall Base)
The next three bytes are copied to 80ED, but are not used.
E0ED 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.
E0F0 DEFB $26,$04 Guardian no. 0x26 (horizontal), base sprite 0, initial x=4 (A130)
E0F2 DEFB $FF,$00 Terminator (A3F8)
E0F4 DEFB $00,$00 Nothing (A000)
E0F6 DEFB $00,$00 Nothing (A000)
E0F8 DEFB $00,$00 Nothing (A000)
E0FA DEFB $00,$00 Nothing (A000)
E0FC DEFB $00,$00 Nothing (A000)
E0FE DEFB $00,$00 Nothing (A000)
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