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E200: Room 0x22: Top Landing (teleport: 269)
Used by the routine at 8912.
top_landing
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.
E200 DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA Room layout
E208 DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
E210 DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
E218 DEFB $A0,$00,$00,$00,$00,$00,$00,$00
E220 DEFB $A5,$50,$55,$05,$55,$55,$00,$00
E228 DEFB $A0,$00,$00,$00,$00,$00,$AA,$AA
E230 DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
E238 DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
E240 DEFB $A5,$50,$55,$05,$55,$00,$00,$0A
E248 DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
E250 DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
E258 DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
E260 DEFB $A5,$50,$55,$05,$40,$00,$00,$0A
E268 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E270 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E278 DEFB $55,$55,$55,$55,$55,$05,$55,$55
The next 32 bytes are copied to 8080 and specify the room name.
E280 DEFM " Top Landing " 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.
background34 floor34 wall34 nasty34 ramp34 conveyor34
E2A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
E2A9 DEFB $06,$FF,$AA,$55,$FF,$00,$00,$00,$00 Floor
E2B2 DEFB $1A,$69,$90,$90,$69,$96,$69,$69,$96 Wall
E2BB DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 Nasty (unused)
E2C4 DEFB $07,$07,$02,$3C,$08,$70,$20,$C0,$80 Ramp
E2CD 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.
E2D6 DEFB $00 Direction (left)
E2D7 DEFW $0000 Location in the attribute buffer at 5E00 (unused)
E2D9 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.
E2DA DEFB $01 Direction (up to the right)
E2DB DEFW $5F71 Location in the attribute buffer at 5E00: (11,17)
E2DD DEFB $07 Length
The next byte is copied to 80DE and specifies the border colour.
E2DE DEFB $01 Border colour
The next two bytes are copied to 80DF, but are not used.
E2DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item34
E2E1 DEFB $18,$24,$A4,$CA,$95,$0A,$15,$0A Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
E2E9 DEFB $23 Room to the left (Master Bedroom)
E2EA DEFB $21 Room to the right (The Bathroom)
E2EB DEFB $28 Room above (Dr Jones will never believe this)
E2EC DEFB $1C Room below (First Landing)
The next three bytes are copied to 80ED, but are not used.
E2ED 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.
E2F0 DEFB $3A,$86 Guardian no. 0x3A (vertical), base sprite 4, x=6 (A1D0)
E2F2 DEFB $13,$6C Guardian no. 0x13 (vertical), base sprite 3, x=12 (A098)
E2F4 DEFB $24,$10 Guardian no. 0x24 (horizontal), base sprite 0, initial x=16 (A120)
E2F6 DEFB $FF,$00 Terminator (A3F8)
E2F8 DEFB $00,$00 Nothing (A000)
E2FA DEFB $00,$00 Nothing (A000)
E2FC DEFB $00,$00 Nothing (A000)
E2FE DEFB $00,$00 Nothing (A000)
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