Data |
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F400 | DEFB $00,$00,$00,$00,$0A,$AA,$AA,$AA | Room layout | ||||||||
F408 | DEFB $00,$00,$00,$00,$2A,$AA,$AA,$AA | |||||||||
F410 | DEFB $00,$00,$00,$00,$55,$55,$55,$55 | |||||||||
F418 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
F420 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
F428 | DEFB $00,$00,$00,$15,$55,$55,$55,$55 | |||||||||
F430 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
F438 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
F440 | DEFB $00,$00,$05,$55,$55,$55,$55,$55 | |||||||||
F448 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
F450 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
F458 | DEFB $55,$54,$55,$55,$55,$55,$55,$55 | |||||||||
F460 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
F468 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
F470 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
F478 | DEFB $55,$55,$55,$55,$55,$55,$55,$55 | |||||||||
The next 32 bytes are copied to 8080 and specify the room name.
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F480 | DEFM " Back Stairway " | 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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F4A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background | ||||||||
F4A9 | DEFB $43,$FF,$44,$44,$FF,$11,$11,$FF,$00 | Floor | ||||||||
F4B2 | DEFB $1E,$15,$F1,$8F,$A8,$8A,$F8,$1F,$15 | Wall | ||||||||
F4BB | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Nasty (unused) | ||||||||
F4C4 | DEFB $47,$03,$01,$0C,$04,$30,$10,$C0,$40 | Ramp | ||||||||
F4CD | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Conveyor (unused) | ||||||||
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
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F4D6 | DEFB $00 | Direction (left) | ||||||||
F4D7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused) | ||||||||
F4D9 | DEFB $00 | Length: 0 (there is no conveyor in this room) | ||||||||
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
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F4DA | DEFB $01 | Direction (up to the right) | ||||||||
F4DB | DEFW $5FE2 | Location in the attribute buffer at 5E00: (15,2) | ||||||||
F4DD | DEFB $10 | Length | ||||||||
The next byte is copied to 80DE and specifies the border colour.
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F4DE | DEFB $02 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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F4DF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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F4E1 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Item graphic (unused) | ||||||||
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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F4E9 | DEFB $35 | Room to the left (Back Door) | ||||||||
F4EA | DEFB $19 | Room to the right (Cold Store) | ||||||||
F4EB | DEFB $36 | Room above (West Wing) | ||||||||
F4EC | DEFB $31 | Room below (The Wine Cellar) | ||||||||
The next three bytes are copied to 80ED, but are not used.
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F4ED | 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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F4F0 | DEFB $24,$96 | Guardian no. 0x24 (horizontal), base sprite 4, initial x=22 (A120) | ||||||||
F4F2 | DEFB $5C,$90 | Guardian no. 0x5C (horizontal), base sprite 4, initial x=16 (A2E0) | ||||||||
F4F4 | DEFB $1D,$83 | Guardian no. 0x1D (vertical), base sprite 4, x=3 (A0E8) | ||||||||
F4F6 | DEFB $FF,$00 | Terminator (A3F8) | ||||||||
F4F8 | DEFB $00,$00 | Nothing (A000) | ||||||||
F4FA | DEFB $00,$00 | Nothing (A000) | ||||||||
F4FC | DEFB $00,$00 | Nothing (A000) | ||||||||
F4FE | DEFB $00,$00 | Nothing (A000) |
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