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E300: Room 0x23: Master Bedroom (teleport: 1269)
Used by the routine at 8912.
master_bedroom
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.
E300 DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA Room layout
E308 DEFB $A0,$00,$00,$0A,$00,$00,$00,$00
E310 DEFB $A0,$00,$00,$0A,$00,$00,$00,$00
E318 DEFB $A0,$00,$00,$0A,$00,$00,$00,$00
E320 DEFB $A0,$00,$00,$0A,$00,$00,$00,$00
E328 DEFB $A0,$00,$00,$0A,$00,$00,$00,$00
E330 DEFB $A0,$00,$00,$0A,$00,$00,$00,$00
E338 DEFB $A0,$00,$00,$0A,$00,$00,$00,$00
E340 DEFB $A0,$00,$00,$0A,$00,$00,$00,$00
E348 DEFB $A0,$00,$00,$0A,$00,$00,$00,$00
E350 DEFB $A0,$00,$00,$0A,$00,$00,$00,$00
E358 DEFB $AC,$00,$00,$00,$00,$00,$00,$00
E360 DEFB $A0,$00,$00,$00,$00,$00,$00,$00
E368 DEFB $95,$55,$55,$55,$40,$00,$00,$00
E370 DEFB $AA,$AA,$AA,$AA,$A0,$00,$00,$00
E378 DEFB $AA,$AA,$AA,$AA,$A9,$55,$55,$55
The next 32 bytes are copied to 8080 and specify the room name.
E380 DEFM " Master Bedroom " 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.
background35 floor35 wall35 nasty35 ramp35 conveyor35
E3A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
E3A9 DEFB $06,$FF,$6B,$B5,$00,$AD,$00,$4A,$00 Floor
E3B2 DEFB $33,$00,$51,$FB,$51,$00,$AA,$BF,$AA Wall
E3BB DEFB $47,$00,$00,$00,$00,$7C,$FE,$7F,$3E Nasty
E3C4 DEFB $07,$C0,$40,$B0,$00,$AC,$00,$53,$00 Ramp
E3CD DEFB $29,$55,$55,$55,$55,$51,$5F,$40,$AA Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
E3D6 DEFB $01 Direction (right)
E3D7 DEFW $5F82 Location in the attribute buffer at 5E00: (12,2)
E3D9 DEFB $04 Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
E3DA DEFB $00 Direction (up to the left)
E3DB DEFW $5FD2 Location in the attribute buffer at 5E00: (14,18)
E3DD DEFB $02 Length
The next byte is copied to 80DE and specifies the border colour.
E3DE DEFB $01 Border colour
The next two bytes are copied to 80DF, but are not used.
E3DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item35
E3E1 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.
E3E9 DEFB $24 Room to the left (A bit of tree)
E3EA DEFB $22 Room to the right (Top Landing)
E3EB DEFB $29 Room above (The Attic)
E3EC DEFB $1D Room below (The Nightmare Room)
The next three bytes are copied to 80ED, but are not used.
E3ED 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.
E3F0 DEFB $FF,$00 Terminator (A3F8)
E3F2 DEFB $00,$00 Nothing (A000)
E3F4 DEFB $00,$00 Nothing (A000)
E3F6 DEFB $00,$00 Nothing (A000)
E3F8 DEFB $00,$00 Nothing (A000)
E3FA DEFB $00,$00 Nothing (A000)
E3FC DEFB $00,$00 Nothing (A000)
E3FE DEFB $00,$00 Nothing (A000)
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