Data |
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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.
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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.
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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.
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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.
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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.
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E1DE | DEFB $02 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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E1DF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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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.
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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.
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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.
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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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