Prev: A000 Up: Map Next: B400
B000: Central Cavern (teleport: 6)
Used by the routine at 8684.
central_cavern
The first 512 bytes are the attributes that define the layout of the cavern.
B000 DEFB $16,$00,$00,$00,$00,$00,$00,$00 Attributes
B008 DEFB $00,$00,$00,$05,$00,$00,$00,$00
B010 DEFB $05,$00,$00,$00,$00,$00,$00,$00
B018 DEFB $00,$00,$00,$00,$00,$00,$00,$16
B020 DEFB $16,$00,$00,$00,$00,$00,$00,$00
B028 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B030 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B038 DEFB $00,$00,$00,$00,$00,$00,$00,$16
B040 DEFB $16,$00,$00,$00,$00,$00,$00,$00
B048 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B050 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B058 DEFB $00,$00,$00,$00,$00,$00,$00,$16
B060 DEFB $16,$00,$00,$00,$00,$00,$00,$00
B068 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B070 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B078 DEFB $00,$00,$00,$00,$00,$00,$00,$16
B080 DEFB $16,$00,$00,$00,$00,$00,$00,$00
B088 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B090 DEFB $00,$00,$00,$00,$00,$00,$00,$44
B098 DEFB $00,$00,$00,$44,$00,$00,$00,$16
B0A0 DEFB $16,$42,$42,$42,$42,$42,$42,$42
B0A8 DEFB $42,$42,$42,$42,$42,$42,$02,$02
B0B0 DEFB $02,$02,$42,$02,$02,$02,$02,$42
B0B8 DEFB $42,$42,$42,$42,$42,$42,$42,$16
B0C0 DEFB $16,$00,$00,$00,$00,$00,$00,$00
B0C8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B0D0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B0D8 DEFB $00,$00,$00,$00,$00,$00,$00,$16
B0E0 DEFB $16,$42,$42,$42,$00,$00,$00,$00
B0E8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B0F0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B0F8 DEFB $00,$00,$00,$00,$00,$00,$00,$16
B100 DEFB $16,$00,$00,$00,$00,$00,$00,$00
B108 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B110 DEFB $00,$16,$16,$16,$00,$44,$00,$00
B118 DEFB $00,$00,$00,$00,$00,$00,$00,$16
B120 DEFB $16,$42,$42,$42,$42,$00,$00,$00
B128 DEFB $04,$04,$04,$04,$04,$04,$04,$04
B130 DEFB $04,$04,$04,$04,$04,$04,$04,$04
B138 DEFB $04,$04,$04,$04,$00,$00,$00,$16
B140 DEFB $16,$00,$00,$00,$00,$00,$00,$00
B148 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B150 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B158 DEFB $00,$00,$00,$00,$00,$42,$42,$16
B160 DEFB $16,$00,$00,$00,$00,$00,$00,$00
B168 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B170 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B178 DEFB $00,$00,$00,$00,$00,$00,$00,$16
B180 DEFB $16,$00,$00,$00,$00,$00,$00,$00
B188 DEFB $00,$00,$00,$00,$44,$00,$00,$00
B190 DEFB $00,$00,$00,$00,$16,$16,$16,$02
B198 DEFB $02,$02,$02,$02,$42,$42,$42,$16
B1A0 DEFB $16,$00,$00,$00,$00,$42,$42,$42
B1A8 DEFB $42,$42,$42,$42,$42,$42,$42,$42
B1B0 DEFB $42,$42,$42,$42,$00,$00,$00,$00
B1B8 DEFB $00,$00,$00,$00,$00,$00,$00,$16
B1C0 DEFB $16,$00,$00,$00,$00,$00,$00,$00
B1C8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B1D0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
B1D8 DEFB $00,$00,$00,$00,$00,$00,$00,$16
B1E0 DEFB $16,$42,$42,$42,$42,$42,$42,$42
B1E8 DEFB $42,$42,$42,$42,$42,$42,$42,$42
B1F0 DEFB $42,$42,$42,$42,$42,$42,$42,$42
B1F8 DEFB $42,$42,$42,$42,$42,$42,$42,$16
The next 32 bytes are copied to 8000 and specify the cavern name.
B200 DEFM " Central Cavern " Cavern name
The next 72 bytes are copied to 8020 and contain the attributes and graphic data for the tiles used to build the cavern.
background_0 floor_0 crumbling_floor_0 wall_0 conveyor_0 nasty1_0 nasty2_0 extra_0
B220 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
B229 DEFB $42,$FF,$FF,$DB,$6E,$C5,$40,$00,$00 Floor
B232 DEFB $02,$FF,$DB,$A5,$24,$52,$20,$08,$00 Crumbling floor
B23B DEFB $16,$22,$FF,$88,$FF,$22,$FF,$88,$FF Wall
B244 DEFB $04,$F0,$66,$F0,$66,$00,$99,$FF,$00 Conveyor
B24D DEFB $44,$44,$28,$94,$51,$35,$D6,$58,$10 Nasty 1
B256 DEFB $05,$FF,$FE,$7E,$7C,$4C,$4C,$08,$08 Nasty 2
B25F DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Extra (unused)
The next seven bytes are copied to 8068-806E and specify Miner Willy's initial location and appearance in the cavern.
B268 DEFB $D0 Pixel y-coordinate * 2 (see 8068)
B269 DEFB $00 Animation frame (see 8069)
B26A DEFB $00 Direction and movement flags: facing right (see 806A)
B26B DEFB $00 Airborne status indicator (see 806B)
B26C DEFW $5DA2 Location in the attribute buffer at 5C00: (13,2) (see 806C)
B26E DEFB $00 Jumping animation counter (see 806E)
The next four bytes are copied to 806F and specify the direction, location and length of the conveyor.
B26F DEFB $00 Direction (left)
B270 DEFW $7828 Location in the screen buffer at 7000: (9,8)
B272 DEFB $14 Length
The next byte is copied to 8073 and specifies the border colour.
B273 DEFB $02 Border colour
The next byte is copied to 8074, but is not used.
B274 DEFB $00 Unused
The next 25 bytes are copied to 8075 and specify the location and initial colour of the items in the cavern.
B275 DEFB $03 Item 1 at (0,9)
B276 DEFW $5C09
B278 DEFB $60
B279 DEFB $FF
B27A DEFB $04 Item 2 at (0,29)
B27B DEFW $5C1D
B27D DEFB $60
B27E DEFB $FF
B27F DEFB $05 Item 3 at (1,16)
B280 DEFW $5C30
B282 DEFB $60
B283 DEFB $FF
B284 DEFB $06 Item 4 at (4,24)
B285 DEFW $5C98
B287 DEFB $60
B288 DEFB $FF
B289 DEFB $03 Item 5 at (6,30)
B28A DEFW $5CDE
B28C DEFB $60
B28D DEFB $FF
B28E DEFB $FF Terminator
The next 37 bytes are copied to 808F and define the portal graphic and its location.
portal00
B28F DEFB $0E Attribute
B290 DEFB $FF,$FF,$92,$49,$B6,$DB,$FF,$FF Graphic data
B298 DEFB $92,$49,$B6,$DB,$FF,$FF,$92,$49
B2A0 DEFB $B6,$DB,$FF,$FF,$92,$49,$B6,$DB
B2A8 DEFB $FF,$FF,$92,$49,$B6,$DB,$FF,$FF
B2B0 DEFW $5DBD Location in the attribute buffer at 5C00: (13,29)
B2B2 DEFW $68BD Location in the screen buffer at 6000: (13,29)
The next eight bytes are copied to 80B4 and define the item graphic.
item00
B2B4 DEFB $30,$48,$88,$90,$68,$04,$0A,$04 Item graphic data
The next byte is copied to 80BC and specifies the initial air supply in the cavern.
B2BC DEFB $3F Air
The next byte is copied to 80BD and initialises the game clock.
B2BD DEFB $FC Game clock
The next 28 bytes are copied to 80BE and define the horizontal guardians.
B2BE DEFB $46 Horizontal guardian 1: y=7, initial x=8, 8<=x<=15, speed=normal
B2BF DEFW $5CE8
B2C1 DEFB $60
B2C2 DEFB $00
B2C3 DEFB $E8
B2C4 DEFB $EF
B2C5 DEFB $FF,$00,$00,$00,$00,$00,$00 Horizontal guardian 2 (unused)
B2CC DEFB $00,$00,$00,$00,$00,$00,$00 Horizontal guardian 3 (unused)
B2D3 DEFB $00,$00,$00,$00,$00,$00,$00 Horizontal guardian 4 (unused)
B2DA DEFB $FF Terminator
The next two bytes are copied to 80DB and 80DC but are not used.
B2DB DEFB $00,$00 Unused
The next byte is copied to 80DD and indicates that there are no vertical guardians in this cavern.
B2DD DEFB $FF Terminator
The next two bytes are unused.
B2DE DEFB $00,$00 Unused
The next 32 bytes define the swordfish graphic that appears in The Final Barrier when the game is completed.
swordfish
B2E0 DEFB $02,$A0,$05,$43,$1F,$E4,$73,$FF Swordfish graphic data
B2E8 DEFB $F2,$F8,$1F,$3F,$FF,$E4,$3F,$C3
B2F0 DEFB $00,$00,$01,$00,$39,$FC,$6F,$02
B2F8 DEFB $51,$01,$7F,$FE,$39,$FC,$01,$00
The next 256 bytes are copied to 8100 and define the guardian graphics.
central_cavern_guardian0 central_cavern_guardian1 central_cavern_guardian2 central_cavern_guardian3 central_cavern_guardian4 central_cavern_guardian5 central_cavern_guardian6 central_cavern_guardian7
B300 DEFB $1F,$20,$39,$E0,$19,$E0,$0F,$20 Guardian graphic data
B308 DEFB $9F,$00,$5F,$80,$FF,$C0,$5E,$00
B310 DEFB $9F,$C0,$1F,$80,$0E,$00,$1F,$00
B318 DEFB $BB,$A0,$71,$C0,$20,$80,$11,$00
B320 DEFB $07,$C4,$0E,$7C,$06,$7C,$23,$C4
B328 DEFB $17,$C0,$17,$E0,$3F,$F0,$17,$F0
B330 DEFB $17,$F0,$27,$E0,$03,$80,$03,$80
B338 DEFB $06,$C0,$06,$C0,$1C,$70,$06,$C0
B340 DEFB $01,$F2,$03,$9E,$01,$9E,$00,$F2
B348 DEFB $09,$F0,$05,$F8,$0F,$FC,$05,$E0
B350 DEFB $09,$FC,$01,$F8,$00,$E0,$00,$E0
B358 DEFB $00,$E0,$00,$E0,$00,$E0,$01,$F0
B360 DEFB $00,$7D,$00,$E7,$00,$67,$00,$3D
B368 DEFB $00,$7C,$00,$7F,$03,$FC,$00,$78
B370 DEFB $00,$7C,$00,$7F,$00,$38,$00,$38
B378 DEFB $00,$6C,$00,$6C,$01,$C7,$00,$6C
B380 DEFB $BE,$00,$E7,$00,$E6,$00,$BC,$00
B388 DEFB $3E,$00,$FE,$00,$3F,$C0,$1E,$00
B390 DEFB $3E,$00,$FE,$00,$1C,$00,$1C,$00
B398 DEFB $36,$00,$36,$00,$E3,$80,$36,$00
B3A0 DEFB $4F,$80,$79,$C0,$79,$80,$4F,$00
B3A8 DEFB $0F,$90,$1F,$A0,$3F,$F0,$07,$A0
B3B0 DEFB $3F,$90,$1F,$80,$07,$00,$07,$00
B3B8 DEFB $07,$00,$07,$00,$07,$00,$0F,$80
B3C0 DEFB $23,$E0,$3E,$70,$3E,$60,$23,$C4
B3C8 DEFB $03,$E8,$07,$E8,$0F,$FC,$0F,$E8
B3D0 DEFB $0F,$E8,$07,$E4,$01,$C0,$01,$C0
B3D8 DEFB $03,$60,$03,$60,$0E,$38,$03,$60
B3E0 DEFB $04,$F8,$07,$9C,$07,$98,$04,$F0
B3E8 DEFB $00,$F9,$01,$FA,$03,$FF,$00,$7A
B3F0 DEFB $03,$F9,$01,$F8,$00,$70,$00,$F8
B3F8 DEFB $05,$DD,$03,$8E,$01,$04,$00,$88
Prev: A000 Up: Map Next: B400