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F500: Room 0x35: Back Door (teleport: 13569)
Used by the routine at 8912.
back_door
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.
F500 DEFB $00,$00,$00,$00,$A0,$00,$00,$00 Room layout
F508 DEFB $00,$00,$00,$00,$A0,$00,$00,$00
F510 DEFB $00,$00,$00,$00,$A0,$00,$00,$00
F518 DEFB $00,$00,$00,$00,$A0,$00,$00,$00
F520 DEFB $00,$00,$00,$00,$A0,$00,$00,$00
F528 DEFB $00,$00,$00,$00,$A0,$00,$00,$00
F530 DEFB $00,$00,$00,$00,$A0,$00,$00,$00
F538 DEFB $00,$00,$00,$00,$A0,$00,$00,$00
F540 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F548 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F550 DEFB $00,$00,$00,$00,$00,$00,$00,$00
F558 DEFB $00,$00,$00,$05,$55,$55,$55,$55
F560 DEFB $00,$00,$00,$2A,$A0,$00,$00,$00
F568 DEFB $00,$00,$00,$AA,$A0,$00,$00,$00
F570 DEFB $00,$00,$02,$AA,$A0,$00,$00,$00
F578 DEFB $00,$00,$0A,$AA,$A0,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
F580 DEFM " Back Door " 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.
background53 floor53 wall53 nasty53 ramp53 conveyor53
F5A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
F5A9 DEFB $03,$FF,$FF,$FF,$AA,$55,$AA,$55,$00 Floor
F5B2 DEFB $26,$69,$D2,$A5,$4B,$96,$2D,$5A,$B4 Wall
F5BB DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 Nasty (unused)
F5C4 DEFB $07,$03,$03,$0D,$0F,$36,$3D,$DA,$F4 Ramp
F5CD DEFB $22,$F0,$F0,$F0,$F0,$66,$66,$00,$00 Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
F5D6 DEFB $01 Direction (right)
F5D7 DEFW $5FF2 Location in the attribute buffer at 5E00: (15,18)
F5D9 DEFB $0E Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
F5DA DEFB $01 Direction (up to the right)
F5DB DEFW $5FE9 Location in the attribute buffer at 5E00: (15,9)
F5DD DEFB $05 Length
The next byte is copied to 80DE and specifies the border colour.
F5DE DEFB $01 Border colour
The next two bytes are copied to 80DF, but are not used.
F5DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item53
F5E1 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.
F5E9 DEFB $00 Room to the left (The Off Licence)
F5EA DEFB $34 Room to the right (Back Stairway)
F5EB DEFB $37 Room above (West Bedroom)
F5EC DEFB $33 Room below (Tool  Shed)
The next three bytes are copied to 80ED, but are not used.
F5ED 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.
F5F0 DEFB $FF,$00 Terminator (A3F8)
F5F2 DEFB $00,$00 Nothing (A000)
F5F4 DEFB $00,$00 Nothing (A000)
F5F6 DEFB $00,$00 Nothing (A000)
F5F8 DEFB $00,$00 Nothing (A000)
F5FA DEFB $00,$00 Nothing (A000)
F5FC DEFB $00,$00 Nothing (A000)
F5FE DEFB $00,$00 Nothing (A000)
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