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F700: Room 0x37: West Bedroom (teleport: 123569)
Used by the routine at 8912.
west_bedroom
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.
F700 DEFB $00,$00,$04,$00,$A0,$40,$00,$00 Room layout
F708 DEFB $00,$00,$00,$00,$A0,$40,$00,$00
F710 DEFB $00,$00,$10,$00,$A0,$40,$00,$00
F718 DEFB $00,$00,$00,$00,$A0,$40,$00,$15
F720 DEFB $00,$00,$04,$00,$A0,$40,$00,$00
F728 DEFB $00,$00,$00,$00,$A0,$40,$00,$00
F730 DEFB $00,$00,$00,$10,$A0,$40,$00,$00
F738 DEFB $00,$00,$00,$00,$A0,$40,$00,$00
F740 DEFB $00,$00,$04,$00,$00,$40,$00,$00
F748 DEFB $00,$00,$00,$00,$00,$40,$00,$00
F750 DEFB $00,$00,$10,$00,$00,$40,$00,$00
F758 DEFB $00,$00,$08,$00,$00,$40,$00,$00
F760 DEFB $00,$00,$09,$55,$55,$55,$55,$55
F768 DEFB $00,$00,$0A,$AA,$A0,$00,$00,$00
F770 DEFB $00,$00,$00,$00,$A0,$00,$00,$00
F778 DEFB $00,$00,$00,$00,$A0,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
F780 DEFM " West Bedroom " 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.
background55 floor55 wall55 nasty55 ramp55 conveyor55
F7A0 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
F7A9 DEFB $06,$AA,$55,$82,$41,$82,$41,$82,$41 Floor
F7B2 DEFB $0D,$A8,$55,$A8,$56,$CF,$2E,$26,$C1 Wall
F7BB DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 Nasty (unused)
F7C4 DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 Ramp (unused)
F7CD DEFB $42,$A5,$FF,$BD,$AA,$55,$BA,$45,$83 Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
F7D6 DEFB $00 Direction (left)
F7D7 DEFW $5E7A Location in the attribute buffer at 5E00: (3,26)
F7D9 DEFB $03 Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
F7DA DEFB $00 Direction (up to the left)
F7DB DEFW $0000 Location in the attribute buffer at 5E00 (unused)
F7DD DEFB $00 Length: 0 (there is no ramp in this room)
The next byte is copied to 80DE and specifies the border colour.
F7DE DEFB $05 Border colour
The next two bytes are copied to 80DF, but are not used.
F7DF DEFB $00,$00 Unused
The next eight bytes are copied to 80E1 and define the item graphic.
item55
F7E1 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.
F7E9 DEFB $00 Room to the left (The Off Licence)
F7EA DEFB $36 Room to the right (West  Wing)
F7EB DEFB $39 Room above (Above the West Bedroom)
F7EC DEFB $35 Room below (Back Door)
The next three bytes are copied to 80ED, but are not used.
F7ED 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.
F7F0 DEFB $1E,$8B Guardian no. 0x1E (vertical), base sprite 4, x=11 (A0F0)
F7F2 DEFB $33,$4E Guardian no. 0x33 (vertical), base sprite 2, x=14 (A198)
F7F4 DEFB $FF,$00 Terminator (A3F8)
F7F6 DEFB $00,$00 Nothing (A000)
F7F8 DEFB $00,$00 Nothing (A000)
F7FA DEFB $00,$00 Nothing (A000)
F7FC DEFB $00,$00 Nothing (A000)
F7FE DEFB $00,$00 Nothing (A000)
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