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BC00: Abandoned Uranium Workings (teleport: 126)
Used by the routine at 8684.
abandoned_uranium_workings
The first 512 bytes are the attributes that define the layout of the cavern.
BC00 DEFB $29,$00,$00,$00,$00,$00,$00,$05 Attributes
BC08 DEFB $00,$00,$00,$00,$00,$00,$29,$29
BC10 DEFB $29,$29,$29,$29,$29,$29,$29,$29
BC18 DEFB $29,$29,$29,$29,$29,$29,$29,$29
BC20 DEFB $29,$00,$00,$00,$00,$00,$00,$00
BC28 DEFB $00,$00,$00,$00,$00,$00,$00,$00
BC30 DEFB $00,$00,$00,$00,$00,$00,$00,$00
BC38 DEFB $00,$00,$00,$00,$00,$00,$00,$29
BC40 DEFB $29,$00,$00,$00,$00,$00,$00,$00
BC48 DEFB $00,$00,$00,$00,$00,$00,$00,$00
BC50 DEFB $00,$00,$00,$00,$00,$00,$00,$00
BC58 DEFB $00,$00,$00,$00,$00,$00,$00,$29
BC60 DEFB $29,$00,$00,$00,$00,$00,$00,$00
BC68 DEFB $00,$00,$00,$00,$00,$00,$00,$00
BC70 DEFB $00,$00,$00,$46,$46,$46,$46,$46
BC78 DEFB $46,$00,$00,$00,$00,$00,$00,$29
BC80 DEFB $29,$00,$00,$00,$00,$00,$00,$00
BC88 DEFB $00,$00,$00,$00,$00,$00,$00,$00
BC90 DEFB $00,$00,$00,$00,$00,$00,$00,$00
BC98 DEFB $00,$00,$00,$46,$46,$46,$46,$29
BCA0 DEFB $29,$46,$00,$00,$00,$00,$00,$46
BCA8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
BCB0 DEFB $00,$46,$00,$00,$00,$00,$00,$00
BCB8 DEFB $00,$00,$00,$00,$00,$00,$00,$29
BCC0 DEFB $29,$00,$00,$00,$00,$00,$00,$00
BCC8 DEFB $00,$00,$00,$00,$46,$46,$00,$00
BCD0 DEFB $00,$00,$00,$00,$00,$46,$46,$46
BCD8 DEFB $00,$00,$00,$00,$00,$00,$00,$29
BCE0 DEFB $29,$06,$06,$06,$00,$00,$00,$00
BCE8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
BCF0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
BCF8 DEFB $00,$00,$00,$00,$00,$00,$00,$29
BD00 DEFB $29,$00,$00,$00,$00,$00,$00,$46
BD08 DEFB $46,$00,$00,$00,$00,$00,$00,$00
BD10 DEFB $00,$00,$00,$00,$00,$00,$00,$00
BD18 DEFB $00,$00,$46,$46,$46,$00,$00,$29
BD20 DEFB $29,$00,$00,$00,$00,$00,$00,$00
BD28 DEFB $00,$00,$00,$00,$00,$00,$00,$00
BD30 DEFB $00,$00,$46,$46,$46,$00,$00,$00
BD38 DEFB $00,$00,$00,$00,$00,$00,$00,$29
BD40 DEFB $29,$03,$03,$03,$00,$00,$00,$00
BD48 DEFB $00,$00,$00,$00,$00,$00,$00,$00
BD50 DEFB $00,$00,$00,$00,$00,$00,$00,$00
BD58 DEFB $00,$00,$00,$00,$00,$00,$46,$29
BD60 DEFB $29,$00,$00,$00,$00,$00,$00,$00
BD68 DEFB $00,$00,$00,$00,$46,$46,$46,$00
BD70 DEFB $00,$00,$00,$00,$00,$00,$46,$46
BD78 DEFB $46,$00,$00,$00,$00,$00,$00,$29
BD80 DEFB $29,$00,$00,$00,$00,$00,$46,$46
BD88 DEFB $00,$00,$00,$00,$00,$00,$00,$00
BD90 DEFB $00,$00,$00,$00,$00,$00,$00,$05
BD98 DEFB $00,$00,$00,$00,$46,$46,$46,$29
BDA0 DEFB $29,$00,$00,$00,$00,$00,$00,$00
BDA8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
BDB0 DEFB $00,$00,$46,$46,$00,$00,$00,$00
BDB8 DEFB $00,$00,$00,$00,$00,$00,$00,$29
BDC0 DEFB $29,$00,$00,$00,$00,$00,$00,$00
BDC8 DEFB $00,$00,$00,$00,$00,$00,$00,$00
BDD0 DEFB $00,$00,$00,$00,$00,$00,$00,$00
BDD8 DEFB $00,$00,$00,$00,$00,$00,$00,$29
BDE0 DEFB $29,$46,$46,$46,$46,$46,$46,$46
BDE8 DEFB $46,$46,$46,$46,$46,$46,$46,$46
BDF0 DEFB $46,$46,$46,$46,$46,$46,$46,$46
BDF8 DEFB $46,$46,$46,$46,$46,$46,$46,$29
The next 32 bytes are copied to 8000 and specify the cavern name.
BE00 DEFM " Abandoned Uranium Workings " 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_3 floor_3 crumbling_floor_3 wall_3 conveyor_3 nasty1_3 nasty2_3 extra_3
BE20 DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 Background
BE29 DEFB $46,$FF,$FF,$DB,$6E,$C5,$40,$00,$00 Floor
BE32 DEFB $06,$FF,$DB,$A5,$24,$52,$20,$08,$00 Crumbling floor
BE3B DEFB $29,$22,$FF,$88,$FF,$22,$FF,$88,$FF Wall
BE44 DEFB $03,$F0,$66,$F0,$66,$00,$99,$FF,$00 Conveyor
BE4D DEFB $04,$44,$28,$94,$51,$35,$D6,$58,$10 Nasty 1 (unused)
BE56 DEFB $05,$10,$10,$10,$54,$38,$D6,$38,$54 Nasty 2
BE5F 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.
BE68 DEFB $D0 Pixel y-coordinate * 2 (see 8068)
BE69 DEFB $00 Animation frame (see 8069)
BE6A DEFB $01 Direction and movement flags: facing left (see 806A)
BE6B DEFB $00 Airborne status indicator (see 806B)
BE6C DEFW $5DBD Location in the attribute buffer at 5C00: (13,29) (see 806C)
BE6E 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.
BE6F DEFB $01 Direction (right)
BE70 DEFW $7841 Location in the screen buffer at 7000: (10,1)
BE72 DEFB $03 Length
The next byte is copied to 8073 and specifies the border colour.
BE73 DEFB $02 Border colour
The next byte is copied to 8074, but is not used.
BE74 DEFB $00 Unused
The next 25 bytes are copied to 8075 and specify the location and initial colour of the items in the cavern.
BE75 DEFB $03 Item 1 at (0,1)
BE76 DEFW $5C01
BE78 DEFB $60
BE79 DEFB $FF
BE7A DEFB $04 Item 2 at (1,12)
BE7B DEFW $5C2C
BE7D DEFB $60
BE7E DEFB $FF
BE7F DEFB $05 Item 3 at (1,25)
BE80 DEFW $5C39
BE82 DEFB $60
BE83 DEFB $FF
BE84 DEFB $06 Item 4 at (6,16)
BE85 DEFW $5CD0
BE87 DEFB $60
BE88 DEFB $FF
BE89 DEFB $03 Item 5 at (6,30)
BE8A DEFW $5CDE
BE8C DEFB $60
BE8D DEFB $FF
BE8E DEFB $FF Terminator
The next 37 bytes are copied to 808F and define the portal graphic and its location.
portal03
BE8F DEFB $0E Attribute
BE90 DEFB $22,$22,$11,$11,$88,$88,$44,$44 Graphic data
BE98 DEFB $22,$22,$11,$11,$88,$88,$44,$44
BEA0 DEFB $22,$22,$11,$11,$88,$88,$44,$44
BEA8 DEFB $22,$22,$11,$11,$88,$88,$44,$44
BEB0 DEFW $5C3D Location in the attribute buffer at 5C00: (1,29)
BEB2 DEFW $603D Location in the screen buffer at 6000: (1,29)
The next eight bytes are copied to 80B4 and define the item graphic.
item03
BEB4 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.
BEBC DEFB $3F Air
The next byte is copied to 80BD and initialises the game clock.
BEBD DEFB $80 Game clock
The next 28 bytes are copied to 80BE and define the horizontal guardians.
BEBE DEFB $42 Horizontal guardian 1: y=13, initial x=1, 1<=x<=10, speed=normal
BEBF DEFW $5DA1
BEC1 DEFB $68
BEC2 DEFB $00
BEC3 DEFB $A1
BEC4 DEFB $AA
BEC5 DEFB $44 Horizontal guardian 2: y=13, initial x=7, 6<=x<=15, speed=normal
BEC6 DEFW $5DA7
BEC8 DEFB $68
BEC9 DEFB $00
BECA DEFB $A6
BECB DEFB $AF
BECC DEFB $FF,$00,$00,$00,$00,$00,$00 Horizontal guardian 3 (unused)
BED3 DEFB $00,$00,$00,$00,$00,$00,$00 Horizontal guardian 4 (unused)
BEDA DEFB $FF Terminator
The next two bytes are copied to 80DB and 80DC but are not used.
BEDB DEFB $00,$00 Unused
The next 28 bytes are copied to 80DD and define the vertical guardians.
BEDD DEFB $FF,$00,$00,$00,$00,$00,$00 Vertical guardian 1 (unused)
BEE4 DEFB $00,$00,$00,$00,$00,$00,$00 Vertical guardian 2 (unused)
BEEB DEFB $00,$00,$00,$00,$00,$00,$00 Vertical guardian 3 (unused)
BEF2 DEFB $00,$00,$00,$00,$00,$00,$00 Vertical guardian 4 (unused)
The next 7 bytes are unused.
BEF9 DEFB $00,$00,$00,$00,$00,$00,$00 Unused
The next 256 bytes are copied to 8100 and define the guardian graphics.
abandoned_uranium_workings_guardian0 abandoned_uranium_workings_guardian1 abandoned_uranium_workings_guardian2 abandoned_uranium_workings_guardian3 abandoned_uranium_workings_guardian4 abandoned_uranium_workings_guardian5 abandoned_uranium_workings_guardian6 abandoned_uranium_workings_guardian7
BF00 DEFB $07,$00,$0B,$80,$13,$C0,$13,$C0 Guardian graphic data
BF08 DEFB $13,$C0,$0B,$80,$07,$00,$01,$00
BF10 DEFB $07,$00,$05,$00,$07,$00,$07,$80
BF18 DEFB $4F,$80,$5F,$C0,$FE,$C0,$3C,$40
BF20 DEFB $01,$C0,$02,$E0,$05,$D0,$05,$D0
BF28 DEFB $05,$D0,$02,$E0,$01,$C0,$00,$40
BF30 DEFB $01,$C0,$01,$40,$01,$C0,$01,$E0
BF38 DEFB $23,$E0,$2F,$F0,$7F,$B0,$1F,$10
BF40 DEFB $00,$70,$00,$E8,$01,$E4,$01,$E4
BF48 DEFB $01,$E4,$00,$E8,$00,$70,$00,$10
BF50 DEFB $00,$70,$00,$50,$00,$70,$00,$F8
BF58 DEFB $21,$F8,$27,$FC,$7F,$EC,$0F,$C4
BF60 DEFB $00,$1C,$00,$36,$00,$63,$00,$63
BF68 DEFB $00,$63,$00,$36,$00,$1C,$00,$04
BF70 DEFB $00,$1C,$00,$14,$00,$1C,$00,$1E
BF78 DEFB $04,$3E,$04,$FF,$0F,$FB,$03,$F1
BF80 DEFB $38,$00,$6C,$00,$C6,$00,$C6,$00
BF88 DEFB $C6,$00,$6C,$00,$38,$00,$20,$00
BF90 DEFB $38,$00,$28,$00,$38,$00,$78,$00
BF98 DEFB $7C,$20,$FF,$20,$DF,$F0,$8F,$C0
BFA0 DEFB $0E,$00,$17,$00,$27,$80,$27,$80
BFA8 DEFB $27,$80,$17,$00,$0E,$00,$08,$00
BFB0 DEFB $0E,$00,$0A,$00,$0E,$00,$1F,$00
BFB8 DEFB $1F,$84,$3F,$E4,$37,$FE,$23,$F0
BFC0 DEFB $03,$80,$07,$40,$0B,$A0,$0B,$A0
BFC8 DEFB $0B,$A0,$07,$40,$03,$80,$02,$00
BFD0 DEFB $03,$80,$02,$80,$03,$80,$07,$80
BFD8 DEFB $07,$C4,$0F,$F4,$0D,$FE,$08,$F8
BFE0 DEFB $00,$E0,$01,$D0,$03,$C8,$03,$C8
BFE8 DEFB $03,$C8,$01,$D0,$00,$E0,$00,$80
BFF0 DEFB $00,$E0,$00,$A0,$00,$E0,$01,$E0
BFF8 DEFB $01,$F2,$03,$FA,$03,$7F,$02,$3C
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