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EE00: Room 0x2E: Tree Root (teleport: 23469)
Used by the routine at 8912.
tree_root
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.
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.
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.
background46 floor46 wall46 nasty46 ramp46 conveyor46
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.
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.
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.
EEDE DEFB $01 Border colour
The next two bytes are copied to 80DF, but are not used.
EEDF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item46
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.
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.
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.
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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