Data |
Prev: B400 | Up: Map | Next: BC00 |
Used by the routine at 8684.
The first 512 bytes are the attributes that define the layout of the cavern.
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B800 | DEFB $0D,$00,$00,$00,$00,$00,$00,$00 | Attributes | ||||||||||
B808 | DEFB $00,$00,$43,$00,$00,$00,$00,$00 | |||||||||||
B810 | DEFB $00,$00,$03,$00,$00,$00,$00,$00 | |||||||||||
B818 | DEFB $00,$00,$00,$43,$00,$00,$00,$0D | |||||||||||
B820 | DEFB $0D,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B828 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B830 | DEFB $00,$00,$43,$00,$00,$00,$00,$00 | |||||||||||
B838 | DEFB $00,$00,$00,$00,$00,$00,$00,$0D | |||||||||||
B840 | DEFB $0D,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B848 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B850 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B858 | DEFB $00,$00,$00,$00,$00,$00,$00,$0D | |||||||||||
B860 | DEFB $0D,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B868 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B870 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B878 | DEFB $00,$00,$00,$00,$00,$00,$00,$0D | |||||||||||
B880 | DEFB $0D,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B888 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B890 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B898 | DEFB $00,$00,$00,$00,$00,$00,$00,$0D | |||||||||||
B8A0 | DEFB $0D,$45,$45,$45,$45,$05,$05,$05 | |||||||||||
B8A8 | DEFB $05,$05,$05,$05,$05,$05,$05,$05 | |||||||||||
B8B0 | DEFB $05,$05,$05,$05,$05,$05,$05,$05 | |||||||||||
B8B8 | DEFB $05,$05,$05,$05,$05,$05,$05,$0D | |||||||||||
B8C0 | DEFB $0D,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B8C8 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B8D0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B8D8 | DEFB $00,$00,$00,$00,$00,$00,$00,$0D | |||||||||||
B8E0 | DEFB $0D,$45,$45,$45,$45,$45,$45,$00 | |||||||||||
B8E8 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B8F0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B8F8 | DEFB $00,$00,$00,$45,$45,$45,$45,$0D | |||||||||||
B900 | DEFB $0D,$03,$00,$00,$00,$00,$00,$00 | |||||||||||
B908 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B910 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B918 | DEFB $00,$00,$00,$00,$00,$00,$00,$0D | |||||||||||
B920 | DEFB $0D,$03,$00,$00,$00,$00,$02,$02 | |||||||||||
B928 | DEFB $02,$02,$02,$02,$00,$00,$00,$00 | |||||||||||
B930 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B938 | DEFB $00,$00,$00,$00,$00,$00,$00,$0D | |||||||||||
B940 | DEFB $0D,$03,$00,$00,$00,$00,$00,$00 | |||||||||||
B948 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B950 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B958 | DEFB $00,$45,$45,$45,$45,$45,$45,$0D | |||||||||||
B960 | DEFB $0D,$43,$00,$00,$00,$00,$00,$00 | |||||||||||
B968 | DEFB $00,$00,$00,$00,$00,$00,$45,$45 | |||||||||||
B970 | DEFB $45,$45,$45,$00,$00,$00,$00,$00 | |||||||||||
B978 | DEFB $00,$00,$00,$00,$00,$00,$00,$0D | |||||||||||
B980 | DEFB $0D,$00,$00,$00,$00,$45,$45,$45 | |||||||||||
B988 | DEFB $45,$45,$45,$00,$00,$00,$00,$00 | |||||||||||
B990 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B998 | DEFB $00,$00,$00,$00,$00,$00,$00,$0D | |||||||||||
B9A0 | DEFB $0D,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B9A8 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B9B0 | DEFB $00,$00,$00,$00,$00,$45,$45,$45 | |||||||||||
B9B8 | DEFB $45,$45,$45,$45,$45,$45,$45,$0D | |||||||||||
B9C0 | DEFB $0D,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B9C8 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B9D0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||||||||||
B9D8 | DEFB $00,$00,$00,$00,$00,$00,$00,$0D | |||||||||||
B9E0 | DEFB $0D,$45,$45,$45,$45,$45,$45,$45 | |||||||||||
B9E8 | DEFB $45,$45,$45,$45,$45,$45,$45,$45 | |||||||||||
B9F0 | DEFB $45,$45,$45,$45,$45,$45,$45,$45 | |||||||||||
B9F8 | DEFB $45,$45,$45,$45,$45,$45,$45,$0D | |||||||||||
The next 32 bytes are copied to 8000 and specify the cavern name.
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BA00 | DEFM " The Menagerie " | 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.
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BA20 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background | ||||||||||
BA29 | DEFB $45,$FF,$FF,$66,$99,$66,$99,$FF,$00 | Floor | ||||||||||
BA32 | DEFB $05,$FF,$FF,$66,$99,$42,$18,$EA,$00 | Crumbling floor | ||||||||||
BA3B | DEFB $0D,$81,$C3,$A5,$99,$99,$A5,$C3,$81 | Wall | ||||||||||
BA44 | DEFB $02,$F0,$AA,$F0,$66,$66,$00,$00,$00 | Conveyor | ||||||||||
BA4D | DEFB $06,$44,$28,$94,$51,$35,$D6,$58,$10 | Nasty 1 (unused) | ||||||||||
BA56 | DEFB $43,$10,$D6,$38,$D6,$38,$44,$C6,$28 | Nasty 2 | ||||||||||
BA5F | DEFB $03,$10,$10,$10,$10,$10,$10,$10,$10 | Extra | ||||||||||
The next seven bytes are copied to 8068-806E and specify Miner Willy's initial location and appearance in the cavern.
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BA68 | DEFB $D0 | Pixel y-coordinate * 2 (see 8068) | ||||||||||
BA69 | DEFB $00 | Animation frame (see 8069) | ||||||||||
BA6A | DEFB $00 | Direction and movement flags: facing right (see 806A) | ||||||||||
BA6B | DEFB $00 | Airborne status indicator (see 806B) | ||||||||||
BA6C | DEFW $5DA2 | Location in the attribute buffer at 5C00: (13,2) (see 806C) | ||||||||||
BA6E | 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.
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BA6F | DEFB $00 | Direction (left) | ||||||||||
BA70 | DEFW $7826 | Location in the screen buffer at 7000: (9,6) | ||||||||||
BA72 | DEFB $06 | Length | ||||||||||
The next byte is copied to 8073 and specifies the border colour.
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BA73 | DEFB $02 | Border colour | ||||||||||
The next byte is copied to 8074, but is not used.
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BA74 | DEFB $00 | Unused | ||||||||||
The next 25 bytes are copied to 8075 and specify the location and initial colour of the items in the cavern.
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BA75 | DEFB $03 | Item 1 at (0,6) | ||||||||||
BA76 | DEFW $5C06 | |||||||||||
BA78 | DEFB $60 | |||||||||||
BA79 | DEFB $FF | |||||||||||
BA7A | DEFB $04 | Item 2 at (0,15) | ||||||||||
BA7B | DEFW $5C0F | |||||||||||
BA7D | DEFB $60 | |||||||||||
BA7E | DEFB $FF | |||||||||||
BA7F | DEFB $05 | Item 3 at (0,23) | ||||||||||
BA80 | DEFW $5C17 | |||||||||||
BA82 | DEFB $60 | |||||||||||
BA83 | DEFB $FF | |||||||||||
BA84 | DEFB $06 | Item 4 at (6,30) | ||||||||||
BA85 | DEFW $5CDE | |||||||||||
BA87 | DEFB $60 | |||||||||||
BA88 | DEFB $FF | |||||||||||
BA89 | DEFB $03 | Item 5 at (6,21) | ||||||||||
BA8A | DEFW $5CD5 | |||||||||||
BA8C | DEFB $60 | |||||||||||
BA8D | DEFB $FF | |||||||||||
BA8E | DEFB $FF | Terminator | ||||||||||
The next 37 bytes are copied to 808F and define the portal graphic and its location.
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BA8F | DEFB $0E | Attribute | ||||||||||
BA90 | DEFB $FF,$FF,$44,$44,$99,$99,$22,$22 | Graphic data | ||||||||||
BA98 | DEFB $22,$22,$99,$99,$44,$44,$44,$44 | |||||||||||
BAA0 | DEFB $99,$99,$22,$22,$22,$22,$99,$99 | |||||||||||
BAA8 | DEFB $44,$44,$44,$44,$99,$99,$FF,$FF | |||||||||||
BAB0 | DEFW $5D7D | Location in the attribute buffer at 5C00: (11,29) | ||||||||||
BAB2 | DEFW $687D | Location in the screen buffer at 6000: (11,29) | ||||||||||
The next eight bytes are copied to 80B4 and define the item graphic.
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BAB4 | 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.
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BABC | DEFB $3F | Air | ||||||||||
The next byte is copied to 80BD and initialises the game clock.
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BABD | DEFB $80 | Game clock | ||||||||||
The next 28 bytes are copied to 80BE and define the horizontal guardians.
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BABE | DEFB $44 | Horizontal guardian 1: y=13, initial x=19, 1<=x<=19, speed=normal | ||||||||||
BABF | DEFW $5DB3 | |||||||||||
BAC1 | DEFB $68 | |||||||||||
BAC2 | DEFB $07 | |||||||||||
BAC3 | DEFB $A1 | |||||||||||
BAC4 | DEFB $B3 | |||||||||||
BAC5 | DEFB $43 | Horizontal guardian 2: y=3, initial x=16, 1<=x<=16, speed=normal | ||||||||||
BAC6 | DEFW $5C70 | |||||||||||
BAC8 | DEFB $60 | |||||||||||
BAC9 | DEFB $07 | |||||||||||
BACA | DEFB $61 | |||||||||||
BACB | DEFB $70 | |||||||||||
BACC | DEFB $42 | Horizontal guardian 3: y=3, initial x=18, 18<=x<=29, speed=normal | ||||||||||
BACD | DEFW $5C72 | |||||||||||
BACF | DEFB $60 | |||||||||||
BAD0 | DEFB $00 | |||||||||||
BAD1 | DEFB $72 | |||||||||||
BAD2 | DEFB $7D | |||||||||||
BAD3 | DEFB $FF,$00,$00,$00,$00,$00,$00 | Horizontal guardian 4 (unused) | ||||||||||
BADA | DEFB $FF | Terminator | ||||||||||
BADB | DEFB $00,$00 | Unused | ||||||||||
The next byte is copied to 80DD and indicates that there are no vertical guardians in this cavern.
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BADD | DEFB $FF | Terminator | ||||||||||
The next two bytes are unused.
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BADE | DEFB $00,$00 | Unused | ||||||||||
The next 32 bytes define the boot graphic that appears on the Game Over screen (see 898A). It also appears at the bottom of the screen next to the remaining lives when cheat mode is activated (see 8730).
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BAE0 | DEFB $2A,$C0,$35,$40,$3F,$C0,$09,$00 | Boot graphic data | ||||||||||
BAE8 | DEFB $09,$00,$1F,$80,$10,$80,$10,$80 | |||||||||||
BAF0 | DEFB $11,$80,$22,$40,$20,$B8,$59,$24 | |||||||||||
BAF8 | DEFB $44,$42,$44,$02,$44,$02,$FF,$FF | |||||||||||
The next 256 bytes are copied to 8100 and define the guardian graphics.
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BB00 | DEFB $03,$00,$06,$80,$07,$C0,$03,$00 | Guardian graphic data | ||||||||||
BB08 | DEFB $01,$80,$00,$C0,$BE,$C0,$E3,$80 | |||||||||||
BB10 | DEFB $41,$00,$AB,$00,$7F,$00,$3E,$00 | |||||||||||
BB18 | DEFB $08,$00,$08,$00,$08,$00,$14,$00 | |||||||||||
BB20 | DEFB $00,$C0,$01,$A0,$01,$F0,$00,$C0 | |||||||||||
BB28 | DEFB $00,$60,$00,$30,$2F,$B0,$38,$E0 | |||||||||||
BB30 | DEFB $18,$C0,$30,$C0,$15,$C0,$0A,$80 | |||||||||||
BB38 | DEFB $15,$00,$02,$00,$05,$00,$00,$00 | |||||||||||
BB40 | DEFB $00,$30,$00,$68,$00,$7C,$00,$30 | |||||||||||
BB48 | DEFB $00,$18,$00,$0C,$0B,$EC,$0E,$38 | |||||||||||
BB50 | DEFB $04,$10,$0A,$B0,$07,$F0,$03,$E0 | |||||||||||
BB58 | DEFB $00,$80,$01,$40,$00,$00,$00,$00 | |||||||||||
BB60 | DEFB $00,$0C,$00,$1A,$00,$1F,$00,$AC | |||||||||||
BB68 | DEFB $01,$56,$00,$AB,$03,$5B,$03,$86 | |||||||||||
BB70 | DEFB $01,$0C,$03,$FC,$01,$FC,$00,$F8 | |||||||||||
BB78 | DEFB $00,$20,$00,$20,$00,$50,$00,$00 | |||||||||||
BB80 | DEFB $30,$00,$58,$00,$F8,$00,$35,$00 | |||||||||||
BB88 | DEFB $6A,$80,$D5,$00,$DA,$C0,$61,$C0 | |||||||||||
BB90 | DEFB $30,$80,$3F,$C0,$3F,$80,$1F,$00 | |||||||||||
BB98 | DEFB $04,$00,$04,$00,$0A,$00,$00,$00 | |||||||||||
BBA0 | DEFB $0C,$00,$16,$00,$3E,$00,$0C,$00 | |||||||||||
BBA8 | DEFB $18,$00,$30,$00,$37,$D0,$1C,$70 | |||||||||||
BBB0 | DEFB $08,$20,$0D,$50,$0F,$E0,$07,$C0 | |||||||||||
BBB8 | DEFB $01,$00,$02,$80,$00,$00,$00,$00 | |||||||||||
BBC0 | DEFB $03,$00,$05,$80,$0F,$80,$03,$00 | |||||||||||
BBC8 | DEFB $06,$00,$0C,$00,$0D,$F4,$07,$1C | |||||||||||
BBD0 | DEFB $03,$18,$03,$0C,$03,$A8,$01,$50 | |||||||||||
BBD8 | DEFB $00,$A8,$00,$40,$00,$A0,$00,$00 | |||||||||||
BBE0 | DEFB $00,$C0,$01,$60,$03,$E0,$00,$C0 | |||||||||||
BBE8 | DEFB $01,$80,$03,$00,$03,$7D,$01,$C7 | |||||||||||
BBF0 | DEFB $00,$82,$00,$D5,$00,$FE,$00,$7C | |||||||||||
BBF8 | DEFB $00,$10,$00,$10,$00,$10,$00,$28 |
Prev: B400 | Up: Map | Next: BC00 |