Data |
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EC00 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout | ||||||||
EC08 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
EC10 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
EC18 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
EC20 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
EC28 | DEFB $92,$00,$00,$00,$04,$00,$00,$00 | |||||||||
EC30 | DEFB $90,$00,$00,$00,$10,$00,$00,$00 | |||||||||
EC38 | DEFB $90,$00,$00,$00,$40,$00,$00,$00 | |||||||||
EC40 | DEFB $92,$00,$00,$01,$00,$00,$00,$00 | |||||||||
EC48 | DEFB $92,$80,$00,$04,$00,$00,$00,$00 | |||||||||
EC50 | DEFB $92,$A0,$82,$10,$00,$00,$00,$00 | |||||||||
EC58 | DEFB $92,$AA,$AA,$40,$00,$00,$00,$00 | |||||||||
EC60 | DEFB $92,$AA,$AA,$00,$00,$00,$00,$00 | |||||||||
EC68 | DEFB $10,$00,$00,$00,$00,$00,$00,$00 | |||||||||
EC70 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
EC78 | DEFB $AA,$AA,$AA,$00,$00,$00,$00,$00 | |||||||||
The next 32 bytes are copied to 8080 and specify the room name.
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EC80 | DEFM " On top of the house " | 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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ECA0 | DEFB $08,$00,$00,$00,$00,$00,$00,$00,$00 | Background | ||||||||
ECA9 | DEFB $0E,$A0,$40,$80,$00,$00,$00,$00,$00 | Floor | ||||||||
ECB2 | DEFB $4B,$51,$AA,$00,$AA,$15,$AA,$00,$AA | Wall | ||||||||
ECBB | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Nasty (unused) | ||||||||
ECC4 | DEFB $0F,$01,$03,$06,$0D,$1A,$34,$68,$D0 | Ramp | ||||||||
ECCD | 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.
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ECD6 | DEFB $00 | Direction (left) | ||||||||
ECD7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused) | ||||||||
ECD9 | 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.
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ECDA | DEFB $01 | Direction (up to the right) | ||||||||
ECDB | DEFW $5F4C | Location in the attribute buffer at 5E00: (10,12) | ||||||||
ECDD | DEFB $06 | Length | ||||||||
The next byte is copied to 80DE and specifies the border colour.
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ECDE | DEFB $03 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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ECDF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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ECE1 | DEFB $00,$00,$18,$14,$1A,$35,$6B,$D0 | 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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ECE9 | DEFB $0E | Room to the left (Rescue Esmerelda) | ||||||||
ECEA | DEFB $00 | Room to the right (The Off Licence) | ||||||||
ECEB | DEFB $00 | Room above (The Off Licence) | ||||||||
ECEC | DEFB $26 | Room below (Priests' Hole) | ||||||||
The next three bytes are copied to 80ED, but are not used.
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ECED | 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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ECF0 | DEFB $1D,$14 | Guardian no. 0x1D (vertical), base sprite 0, x=20 (A0E8) | ||||||||
ECF2 | DEFB $FF,$00 | Terminator (A3F8) | ||||||||
ECF4 | DEFB $00,$00 | Nothing (A000) | ||||||||
ECF6 | DEFB $00,$00 | Nothing (A000) | ||||||||
ECF8 | DEFB $00,$00 | Nothing (A000) | ||||||||
ECFA | DEFB $00,$00 | Nothing (A000) | ||||||||
ECFC | DEFB $00,$00 | Nothing (A000) | ||||||||
ECFE | DEFB $00,$00 | Nothing (A000) |
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