Data |
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EE00 | DEFB $AA,$0A,$AA,$AA,$AA,$AA,$AA,$AA | Room layout | ||||||||
EE08 | DEFB $AA,$0A,$AA,$AA,$AA,$AA,$AA,$AA | |||||||||
EE10 | DEFB $AA,$0A,$AA,$AA,$AA,$AA,$AA,$AA | |||||||||
EE18 | DEFB $AA,$0A,$A0,$AA,$AA,$AA,$AA,$AA | |||||||||
EE20 | DEFB $AA,$0A,$A0,$AA,$00,$A0,$00,$0A | |||||||||
EE28 | DEFB $AA,$0A,$A0,$AA,$00,$A0,$00,$0A | |||||||||
EE30 | DEFB $AA,$0A,$A0,$00,$00,$A0,$00,$0A | |||||||||
EE38 | DEFB $AA,$0A,$A0,$00,$00,$A0,$00,$0A | |||||||||
EE40 | DEFB $00,$00,$05,$00,$00,$A0,$00,$0A | |||||||||
EE48 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A | |||||||||
EE50 | DEFB $00,$00,$00,$00,$00,$00,$00,$2A | |||||||||
EE58 | DEFB $00,$00,$00,$01,$55,$55,$40,$AA | |||||||||
EE60 | DEFB $00,$00,$00,$00,$00,$00,$02,$AA | |||||||||
EE68 | DEFB $00,$00,$00,$00,$00,$00,$0A,$AA | |||||||||
EE70 | DEFB $00,$0C,$03,$03,$00,$30,$2A,$AA | |||||||||
EE78 | 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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EE80 | DEFM " Tree Root " | 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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EEA0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background | ||||||||
EEA9 | DEFB $06,$FF,$FF,$00,$00,$00,$00,$00,$00 | Floor | ||||||||
EEB2 | DEFB $0A,$66,$99,$24,$24,$77,$88,$8D,$72 | Wall | ||||||||
EEBB | DEFB $02,$1C,$2A,$5F,$7D,$BE,$FE,$D2,$7C | Nasty | ||||||||
EEC4 | DEFB $43,$03,$02,$0D,$02,$31,$08,$D5,$22 | Ramp | ||||||||
EECD | DEFB $04,$EE,$AA,$38,$FF,$FF,$10,$10,$38 | Conveyor | ||||||||
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
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EED6 | DEFB $00 | Direction (left) | ||||||||
EED7 | DEFW $5F40 | Location in the attribute buffer at 5E00: (10,0) | ||||||||
EED9 | DEFB $0D | Length | ||||||||
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
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EEDA | DEFB $01 | Direction (up to the right) | ||||||||
EEDB | DEFW $5FD8 | Location in the attribute buffer at 5E00: (14,24) | ||||||||
EEDD | DEFB $06 | Length | ||||||||
The next byte is copied to 80DE and specifies the border colour.
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EEDE | DEFB $01 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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EEDF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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EEE1 | DEFB $02,$1D,$22,$5E,$BE,$7C,$38,$10 | 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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EEE9 | DEFB $2D | Room to the left (Under the Drive) | ||||||||
EEEA | DEFB $2F | Room to the right ([) | ||||||||
EEEB | DEFB $03 | Room above (At the Foot of the MegaTree) | ||||||||
EEEC | DEFB $00 | Room below (The Off Licence) | ||||||||
The next three bytes are copied to 80ED, but are not used.
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EEED | 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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EEF0 | DEFB $1E,$84 | Guardian no. 0x1E (vertical), base sprite 4, x=4 (A0F0) | ||||||||
EEF2 | DEFB $28,$0D | Guardian no. 0x28 (vertical), base sprite 0, x=13 (A140) | ||||||||
EEF4 | DEFB $23,$13 | Guardian no. 0x23 (horizontal), base sprite 0, initial x=19 (A118) | ||||||||
EEF6 | DEFB $1F,$59 | Guardian no. 0x1F (vertical), base sprite 2, x=25 (A0F8) | ||||||||
EEF8 | DEFB $FF,$00 | Terminator (A3F8) | ||||||||
EEFA | DEFB $00,$00 | Nothing (A000) | ||||||||
EEFC | DEFB $00,$00 | Nothing (A000) | ||||||||
EEFE | DEFB $00,$00 | Nothing (A000) |
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