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ED00: Room 0x2D: Under the Drive (teleport: 13469)
Used by the routine at 8912.
under_the_drive
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.
ED00 DEFB $A0,$00,$00,$00,$00,$00,$AA,$AA Room layout
ED08 DEFB $A0,$00,$00,$00,$00,$00,$AA,$AA
ED10 DEFB $A0,$00,$00,$00,$00,$00,$AA,$AA
ED18 DEFB $A0,$00,$00,$00,$00,$05,$AA,$AA
ED20 DEFB $A8,$00,$00,$00,$00,$00,$AA,$AA
ED28 DEFB $AA,$00,$00,$00,$10,$00,$02,$AA
ED30 DEFB $AA,$80,$00,$00,$00,$50,$00,$AA
ED38 DEFB $AA,$A0,$00,$00,$00,$00,$00,$0A
ED40 DEFB $AA,$A8,$00,$00,$50,$00,$00,$00
ED48 DEFB $AA,$AA,$00,$00,$00,$C0,$00,$00
ED50 DEFB $AA,$AA,$80,$00,$00,$00,$00,$00
ED58 DEFB $AA,$AA,$A0,$00,$00,$00,$00,$00
ED60 DEFB $AA,$AA,$A8,$00,$00,$00,$00,$00
ED68 DEFB $AA,$AA,$AA,$00,$00,$00,$00,$00
ED70 DEFB $AA,$AA,$AA,$80,$30,$0C,$0C,$00
ED78 DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
ED80 DEFM " Under the Drive " 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.
background45 floor45 wall45 nasty45 ramp45 conveyor45
EDA0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
EDA9 DEFB $06,$FF,$FF,$A5,$58,$24,$42,$20,$00 Floor
EDB2 DEFB $0C,$10,$2A,$55,$A0,$10,$20,$10,$08 Wall
EDBB DEFB $04,$18,$18,$14,$22,$22,$55,$11,$28 Nasty
EDC4 DEFB $07,$80,$40,$A0,$50,$A8,$54,$AA,$55 Ramp
EDCD DEFB $02,$E0,$AA,$F8,$00,$FF,$FF,$66,$66 Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
EDD6 DEFB $00 Direction (left)
EDD7 DEFW $5F52 Location in the attribute buffer at 5E00: (10,18)
EDD9 DEFB $0E Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
EDDA DEFB $00 Direction (up to the left)
EDDB DEFW $5FCD Location in the attribute buffer at 5E00: (14,13)
EDDD DEFB $0C Length
The next byte is copied to 80DE and specifies the border colour.
EDDE DEFB $04 Border colour
The next two bytes are copied to 80DF, but are not used.
EDDF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item45
EDE1 DEFB $81,$64,$CD,$0F,$61,$DA,$33,$1A Item graphic (unused)
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
EDE9 DEFB $06 Room to the left (Entrance to Hades)
EDEA DEFB $2E Room to the right (Tree Root)
EDEB DEFB $04 Room above (The Drive)
EDEC DEFB $00 Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
EDED 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.
EDF0 DEFB $1C,$10 Guardian no. 0x1C (horizontal), base sprite 0, initial x=16 (A0E0)
EDF2 DEFB $1D,$92 Guardian no. 0x1D (vertical), base sprite 4, x=18 (A0E8)
EDF4 DEFB $44,$96 Guardian no. 0x44 (horizontal), base sprite 4, initial x=22 (A220)
EDF6 DEFB $FF,$00 Terminator (A3F8)
EDF8 DEFB $00,$00 Nothing (A000)
EDFA DEFB $00,$00 Nothing (A000)
EDFC DEFB $00,$00 Nothing (A000)
EDFE DEFB $00,$00 Nothing (A000)
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