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F400: Room 0x34: Back Stairway (teleport: 3569)
Used by the routine at 8912.
back_stairway
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.
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.
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.
background52 floor52 wall52 nasty52 ramp52 conveyor52
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.
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.
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.
F4DE DEFB $02 Border colour
The next two bytes are copied to 80DF, but are not used.
F4DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item52
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.
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.
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.
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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