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E900: Room 0x29: The Attic (teleport: 1469)
Used by the routine at 8912.
the_attic
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.
E900 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
E908 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E910 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E918 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E920 DEFB $00,$00,$00,$00,$00,$00,$00,$00
E928 DEFB $00,$C0,$03,$00,$00,$00,$00,$00
E930 DEFB $55,$95,$56,$50,$00,$00,$00,$00
E938 DEFB $A0,$00,$00,$00,$00,$00,$00,$00
E940 DEFB $A4,$00,$00,$00,$05,$00,$00,$05
E948 DEFB $A0,$00,$00,$00,$00,$00,$00,$00
E950 DEFB $A4,$00,$00,$00,$00,$50,$00,$00
E958 DEFB $A0,$00,$00,$00,$00,$00,$00,$00
E960 DEFB $A4,$00,$00,$00,$00,$04,$00,$00
E968 DEFB $A0,$00,$00,$00,$00,$00,$00,$00
E970 DEFB $A4,$03,$00,$C0,$C0,$00,$00,$00
E978 DEFB $55,$65,$95,$96,$55,$95,$56,$59
The next 32 bytes are copied to 8080 and specify the room name.
E980 DEFM " The Attic " 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.
background41 floor41 wall41 nasty41 ramp41 conveyor41
E9A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
E9A9 DEFB $16,$CE,$FF,$00,$E7,$00,$7F,$00,$FB Floor
E9B2 DEFB $1E,$EE,$11,$6C,$92,$11,$C9,$22,$9C Wall
E9BB DEFB $44,$24,$12,$44,$AA,$55,$AA,$5B,$FF Nasty
E9C4 DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 Ramp (unused)
E9CD DEFB $42,$F0,$AA,$3C,$AA,$55,$AA,$55,$AA Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
E9D6 DEFB $01 Direction (right)
E9D7 DEFW $5F18 Location in the attribute buffer at 5E00: (8,24)
E9D9 DEFB $04 Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
E9DA DEFB $00 Direction (up to the left)
E9DB DEFW $0000 Location in the attribute buffer at 5E00 (unused)
E9DD DEFB $00 Length: 0 (there is no ramp in this room)
The next byte is copied to 80DE and specifies the border colour.
E9DE DEFB $01 Border colour
The next two bytes are copied to 80DF, but are not used.
E9DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item41
E9E1 DEFB $11,$22,$33,$44,$55,$66,$77,$88 Item graphic (unused)
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
E9E9 DEFB $2A Room to the left (Under the Roof)
E9EA DEFB $28 Room to the right (Dr Jones will never believe this)
E9EB DEFB $00 Room above (The Off Licence)
E9EC DEFB $22 Room below (Top Landing)
The next three bytes are copied to 80ED, but are not used.
E9ED 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.
E9F0 DEFB $52,$04 Guardian no. 0x52 (vertical), base sprite 0, x=4 (A290)
E9F2 DEFB $53,$06 Guardian no. 0x53 (vertical), base sprite 0, x=6 (A298)
E9F4 DEFB $54,$08 Guardian no. 0x54 (vertical), base sprite 0, x=8 (A2A0)
E9F6 DEFB $55,$0A Guardian no. 0x55 (vertical), base sprite 0, x=10 (A2A8)
E9F8 DEFB $56,$0C Guardian no. 0x56 (vertical), base sprite 0, x=12 (A2B0)
E9FA DEFB $57,$4E Guardian no. 0x57 (vertical), base sprite 2, x=14 (A2B8)
E9FC DEFB $45,$D5 Arrow flying right to left at pixel y-coordinate 536 (A228)
E9FE DEFB $3C,$92 Arrow flying left to right at pixel y-coordinate 73 (A1E0)
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