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EF00: Room 0x2F: [ (teleport: 123469)
This room is not used.
left_square_bracket
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.
Input
Output
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
The next 32 bytes specify the room name.
EF80 DEFM " [ " Room name
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.
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
The next eight pairs of bytes specify the entities (ropes, arrows, guardians) in this room.
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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