Prev: F100 Up: Map Next: F300
F200: Room 0x32: Watch Tower (teleport: 2569)
Used by the routine at 8912.
watch_tower
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.
F200 DEFB $00,$00,$00,$00,$00,$00,$00,$00 Room layout
F208 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F210 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F218 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F220 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F228 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F230 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F238 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F240 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F248 DEFB $00,$08,$00,$00,$00,$00,$20,$00
F250 DEFB $00,$08,$0C,$00,$00,$C0,$E0,$00
F258 DEFB $00,$0A,$AA,$A0,$1A,$AA,$A0,$00
F260 DEFB $00,$00,$00,$A0,$0A,$00,$00,$00
F268 DEFB $00,$00,$00,$A5,$0A,$00,$00,$00
F270 DEFB $00,$00,$00,$A0,$0A,$00,$00,$00
F278 DEFB $00,$00,$00,$A0,$5A,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
F280 DEFM " Watch Tower " 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.
background50 floor50 wall50 nasty50 ramp50 conveyor50
F2A0 DEFB $08,$00,$00,$00,$00,$00,$00,$00,$00 Background
F2A9 DEFB $06,$FF,$FF,$AA,$55,$AA,$55,$00,$00 Floor
F2B2 DEFB $1D,$AA,$55,$55,$AA,$55,$AA,$AA,$55 Wall
F2BB DEFB $0C,$46,$89,$89,$36,$48,$83,$84,$68 Nasty
F2C4 DEFB $0F,$01,$02,$04,$08,$10,$20,$40,$80 Ramp
F2CD DEFB $0D,$F6,$FF,$E7,$00,$00,$00,$00,$00 Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
F2D6 DEFB $01 Direction (right)
F2D7 DEFW $5E8C Location in the attribute buffer at 5E00: (4,12)
F2D9 DEFB $08 Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
F2DA DEFB $01 Direction (up to the right)
F2DB DEFW $5F07 Location in the attribute buffer at 5E00: (8,7)
F2DD DEFB $05 Length
The next byte is copied to 80DE and specifies the border colour.
F2DE DEFB $05 Border colour
The next two bytes are copied to 80DF, but are not used.
F2DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item50
F2E1 DEFB $74,$38,$66,$BF,$BF,$9D,$42,$3C Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
F2E9 DEFB $00 Room to the left (The Off Licence)
F2EA DEFB $00 Room to the right (The Off Licence)
F2EB DEFB $00 Room above (The Off Licence)
F2EC DEFB $10 Room below (We must perform a Quirkafleeg)
The next three bytes are copied to 80ED, but are not used.
F2ED 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.
F2F0 DEFB $6C,$91 Guardian no. 0x6C (horizontal), base sprite 4, initial x=17 (A360)
F2F2 DEFB $6D,$0B Guardian no. 0x6D (horizontal), base sprite 0, initial x=11 (A368)
F2F4 DEFB $FF,$00 Terminator (A3F8)
F2F6 DEFB $00,$00 Nothing (A000)
F2F8 DEFB $00,$00 Nothing (A000)
F2FA DEFB $00,$00 Nothing (A000)
F2FC DEFB $00,$00 Nothing (A000)
F2FE DEFB $00,$00 Nothing (A000)
Prev: F100 Up: Map Next: F300