Data |
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F600 | DEFB $00,$A0,$00,$00,$00,$00,$00,$00 | Room layout | ||||||||
F608 | DEFB $00,$A0,$00,$00,$00,$00,$00,$00 | |||||||||
F610 | DEFB $00,$A0,$00,$00,$00,$00,$00,$00 | |||||||||
F618 | DEFB $55,$A0,$00,$00,$00,$00,$00,$00 | |||||||||
F620 | DEFB $00,$A0,$00,$00,$00,$00,$00,$00 | |||||||||
F628 | DEFB $00,$A0,$00,$00,$00,$00,$00,$00 | |||||||||
F630 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
F638 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
F640 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
F648 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
F650 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
F658 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||
F660 | DEFB $55,$55,$55,$50,$00,$55,$55,$55 | |||||||||
F668 | DEFB $00,$00,$00,$00,$02,$AA,$AA,$AA | |||||||||
F670 | DEFB $00,$00,$00,$00,$0A,$AA,$AA,$AA | |||||||||
F678 | DEFB $00,$00,$00,$00,$2A,$AA,$AA,$AA | |||||||||
The next 32 bytes are copied to 8080 and specify the room name.
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F680 | DEFM " West Wing " | 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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F6A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background | ||||||||
F6A9 | DEFB $41,$F9,$FF,$3F,$D5,$AA,$15,$4A,$84 | Floor | ||||||||
F6B2 | DEFB $27,$AC,$AE,$01,$AD,$AD,$02,$AC,$E8 | Wall | ||||||||
F6BB | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Nasty (unused) | ||||||||
F6C4 | DEFB $07,$03,$03,$0C,$0C,$30,$30,$C0,$C0 | Ramp | ||||||||
F6CD | 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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F6D6 | DEFB $00 | Direction (left) | ||||||||
F6D7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused) | ||||||||
F6D9 | 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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F6DA | DEFB $01 | Direction (up to the right) | ||||||||
F6DB | DEFW $5FF0 | Location in the attribute buffer at 5E00: (15,16) | ||||||||
F6DD | DEFB $10 | Length | ||||||||
The next byte is copied to 80DE and specifies the border colour.
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F6DE | DEFB $02 | Border colour | ||||||||
The next two bytes are copied to 80DF, but are not used.
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F6DF | DEFB $00,$00 | Unused | ||||||||
The next eight bytes are copied to 80E1 and define the item graphic.
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F6E1 | 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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F6E9 | DEFB $37 | Room to the left (West Bedroom) | ||||||||
F6EA | DEFB $1F | Room to the right (Swimming Pool) | ||||||||
F6EB | DEFB $38 | Room above (West Wing Roof) | ||||||||
F6EC | DEFB $34 | Room below (Back Stairway) | ||||||||
The next three bytes are copied to 80ED, but are not used.
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F6ED | 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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F6F0 | DEFB $61,$0E | Guardian no. 0x61 (vertical), base sprite 0, x=14 (A308) | ||||||||
F6F2 | DEFB $59,$C4 | Guardian no. 0x59 (vertical), base sprite 6, x=4 (A2C8) | ||||||||
F6F4 | DEFB $14,$09 | Guardian no. 0x14 (horizontal), base sprite 0, initial x=9 (A0A0) | ||||||||
F6F6 | DEFB $FF,$00 | Terminator (A3F8) | ||||||||
F6F8 | DEFB $00,$00 | Nothing (A000) | ||||||||
F6FA | DEFB $00,$00 | Nothing (A000) | ||||||||
F6FC | DEFB $00,$00 | Nothing (A000) | ||||||||
F6FE | DEFB $00,$00 | Nothing (A000) |
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