Data |
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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.
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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.
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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.
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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.
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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.
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EDDE | DEFB $04 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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EDDF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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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.
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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.
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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.
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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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