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E100: Room 0x21: The Bathroom (teleport: 169)
Used by the routine at 8912.
the_bathroom
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.
E100 DEFB $A0,$00,$00,$00,$00,$00,$00,$0A Room layout
E108 DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
E110 DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
E118 DEFB $00,$00,$00,$00,$00,$00,$00,$0A
E120 DEFB $00,$00,$00,$00,$00,$00,$00,$0A
E128 DEFB $55,$55,$55,$50,$25,$55,$55,$5A
E130 DEFB $80,$00,$00,$00,$20,$00,$00,$0A
E138 DEFB $80,$00,$00,$00,$20,$00,$00,$0A
E140 DEFB $80,$00,$00,$00,$20,$00,$00,$0A
E148 DEFB $80,$00,$00,$00,$20,$00,$00,$0A
E150 DEFB $80,$00,$00,$00,$20,$00,$00,$0A
E158 DEFB $80,$00,$00,$00,$20,$00,$00,$0A
E160 DEFB $80,$00,$00,$00,$20,$00,$00,$0A
E168 DEFB $00,$05,$40,$00,$00,$00,$00,$0A
E170 DEFB $00,$00,$00,$00,$00,$00,$00,$0A
E178 DEFB $55,$55,$55,$55,$55,$55,$55,$5A
The next 32 bytes are copied to 8080 and specify the room name.
E180 DEFM " The Bathroom " 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.
background33 floor33 wall33 nasty33 ramp33 conveyor33
E1A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
E1A9 DEFB $16,$00,$40,$09,$64,$92,$2D,$96,$FF Floor
E1B2 DEFB $0E,$1F,$AA,$00,$55,$F8,$55,$00,$AA Wall
E1BB DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 Nasty (unused)
E1C4 DEFB $07,$03,$00,$0C,$00,$30,$00,$C0,$00 Ramp
E1CD DEFB $3D,$A5,$00,$00,$00,$00,$00,$00,$FF Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
E1D6 DEFB $00 Direction (left)
E1D7 DEFW $5FD4 Location in the attribute buffer at 5E00: (14,20)
E1D9 DEFB $04 Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
E1DA DEFB $01 Direction (up to the right)
E1DB DEFW $5F89 Location in the attribute buffer at 5E00: (12,9)
E1DD DEFB $08 Length
The next byte is copied to 80DE and specifies the border colour.
E1DE DEFB $02 Border colour
The next two bytes are copied to 80DF, but are not used.
E1DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item33
E1E1 DEFB $1F,$04,$0A,$77,$87,$B1,$AA,$0A Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
E1E9 DEFB $22 Room to the left (Top Landing)
E1EA DEFB $20 Room to the right (Halfway up the East Wall)
E1EB DEFB $27 Room above (Emergency Generator)
E1EC DEFB $1B Room below (The Chapel)
The next three bytes are copied to 80ED, but are not used.
E1ED 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.
E1F0 DEFB $3B,$10 Guardian no. 0x3B (horizontal), base sprite 0, initial x=16 (A1D8)
E1F2 DEFB $FF,$00 Terminator (A3F8)
E1F4 DEFB $00,$00 Nothing (A000)
E1F6 DEFB $00,$00 Nothing (A000)
E1F8 DEFB $00,$00 Nothing (A000)
E1FA DEFB $00,$00 Nothing (A000)
E1FC DEFB $00,$00 Nothing (A000)
E1FE DEFB $00,$00 Nothing (A000)
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