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Data |
| Prev: EE00 | Up: Map | Next: F000 |
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This room is not used.
The first 128 bytes 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.
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| EF00 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout (completely empty) | |||
| EF08 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | ||||
| EF10 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | ||||
| EF18 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | ||||
| EF20 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | ||||
| EF28 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | ||||
| EF30 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | ||||
| EF38 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | ||||
| EF40 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | ||||
| EF48 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | ||||
| EF50 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | ||||
| EF58 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | ||||
| EF60 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | ||||
| EF68 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | ||||
| EF70 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | ||||
| EF78 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | ||||
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The next 32 bytes specify the room name.
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| EF80 | DEFM " [ " | Room name | |||
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In a working room definition, the next 80 bytes define the tiles, conveyor, ramp, border colour, item graphic, and exits. In this room, however, there are code remnants and unused data.
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| EFA0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background tile | |||
| EFA9 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | ||||
| EFB1 | INC B | ||||
| EFB2 | LD (HL),$00 | ||||
| EFB4 | JP NZ,$62E3 | ||||
| EFB7 | INC (IX+$06) | ||||
| EFBA | DEFB $10,$FF | ||||
| EFBC | LD (IX+$0A),C | ||||
| EFBF | LD (HL),B | ||||
| EFC0 | JP $5E56 | ||||
| EFC3 | LD BC,$6007 | ||||
| EFC6 | LD A,($408E) | ||||
| EFC9 | JR NZ,$EFE3 | ||||
| EFCB | PUSH HL | ||||
| EFCC | PUSH BC | ||||
| EFCD | PUSH AF | ||||
| EFCE | LD DE,$5EE8 | ||||
| EFD1 | PUSH DE | ||||
| EFD2 | PUSH BC | ||||
| EFD3 | RET | ||||
| EFD4 | POP AF | ||||
| EFD5 | POP BC | ||||
| EFD6 | DEC A | ||||
| EFD7 | DEFB $F2,$E0 | ||||
| EFD9 | DEFB $00 | Conveyor length (deliberately set to 0) | |||
| EFDA | POP HL | ||||
| EFDB | RET | ||||
| EFDC | POP BC | ||||
| EFDD | DEFB $00 | Ramp length (deliberately set to 0) | |||
| EFDE | LD A,(HL) | ||||
| EFDF | CP $2C | ||||
| EFE1 | RET NZ | ||||
| EFE2 | RST $10 | ||||
| EFE3 | PUSH BC | ||||
| EFE4 | LD A,(HL) | ||||
| EFE5 | CP $23 | ||||
| EFE7 | CALL Z,$1D78 | ||||
| EFEA | CALL $2B1C | ||||
| EFED | EX (SP),HL | ||||
| EFEE | PUSH HL | ||||
| EFEF | DEFB $11 | ||||
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The next eight pairs of bytes specify the entities (ropes, arrows, guardians) in this room.
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| EFF0 | DEFB $FF,$00 | Terminator (A3F8) | |||
| EFF2 | DEFB $00,$00 | Nothing (A000) | |||
| EFF4 | DEFB $00,$00 | Nothing (A000) | |||
| EFF6 | DEFB $00,$00 | Nothing (A000) | |||
| EFF8 | DEFB $00,$00 | Nothing (A000) | |||
| EFFA | DEFB $00,$00 | Nothing (A000) | |||
| EFFC | DEFB $00,$00 | Nothing (A000) | |||
| EFFE | DEFB $00,$00 | Nothing (A000) | |||
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