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C000: Eugene's Lair (teleport: 36)
Used by the routine at 8684.
eugene's_lair
The first 512 bytes are the attributes that define the layout of the cavern.
C000 DEFB $2E,$10,$10,$10,$10,$10,$10,$10 Attributes
C008 DEFB $10,$10,$10,$10,$10,$10,$10,$10
C010 DEFB $10,$10,$10,$10,$13,$10,$10,$10
C018 DEFB $10,$10,$10,$10,$10,$10,$10,$2E
C020 DEFB $2E,$10,$10,$10,$10,$10,$10,$10
C028 DEFB $10,$10,$10,$10,$10,$10,$10,$10
C030 DEFB $10,$10,$10,$10,$10,$10,$10,$10
C038 DEFB $10,$10,$10,$10,$10,$10,$10,$2E
C040 DEFB $2E,$10,$10,$10,$10,$10,$10,$10
C048 DEFB $10,$10,$10,$10,$10,$10,$10,$10
C050 DEFB $10,$10,$10,$10,$10,$10,$10,$10
C058 DEFB $10,$10,$10,$10,$10,$10,$10,$2E
C060 DEFB $2E,$10,$10,$10,$10,$10,$10,$10
C068 DEFB $10,$10,$10,$10,$10,$10,$10,$10
C070 DEFB $10,$10,$10,$10,$10,$10,$10,$10
C078 DEFB $10,$10,$10,$10,$10,$10,$10,$2E
C080 DEFB $2E,$10,$10,$10,$10,$10,$10,$10
C088 DEFB $10,$10,$10,$10,$10,$10,$10,$10
C090 DEFB $10,$10,$10,$10,$10,$10,$10,$10
C098 DEFB $16,$10,$10,$10,$10,$10,$10,$2E
C0A0 DEFB $2E,$15,$15,$15,$15,$15,$15,$15
C0A8 DEFB $15,$15,$15,$15,$15,$15,$10,$10
C0B0 DEFB $10,$10,$14,$14,$14,$14,$15,$15
C0B8 DEFB $15,$15,$15,$15,$10,$10,$10,$2E
C0C0 DEFB $2E,$10,$10,$10,$10,$10,$10,$10
C0C8 DEFB $10,$10,$10,$10,$10,$10,$10,$10
C0D0 DEFB $10,$10,$10,$10,$10,$10,$10,$10
C0D8 DEFB $10,$10,$10,$10,$10,$15,$15,$2E
C0E0 DEFB $2E,$10,$10,$10,$10,$10,$10,$10
C0E8 DEFB $10,$10,$10,$10,$10,$10,$10,$10
C0F0 DEFB $10,$10,$10,$10,$10,$16,$10,$10
C0F8 DEFB $10,$10,$10,$10,$10,$10,$10,$2E
C100 DEFB $2E,$10,$10,$10,$10,$10,$10,$10
C108 DEFB $10,$10,$10,$10,$10,$10,$10,$10
C110 DEFB $10,$10,$56,$56,$56,$56,$56,$56
C118 DEFB $56,$56,$56,$56,$10,$10,$10,$2E
C120 DEFB $2E,$10,$10,$10,$15,$15,$15,$15
C128 DEFB $15,$15,$15,$15,$15,$15,$10,$10
C130 DEFB $10,$10,$10,$10,$10,$10,$10,$10
C138 DEFB $10,$10,$10,$10,$10,$10,$10,$2E
C140 DEFB $2E,$10,$10,$10,$10,$10,$10,$10
C148 DEFB $10,$10,$10,$10,$10,$10,$10,$10
C150 DEFB $10,$10,$10,$10,$10,$10,$10,$10
C158 DEFB $10,$10,$10,$10,$10,$10,$10,$2E
C160 DEFB $2E,$14,$14,$15,$15,$15,$15,$15
C168 DEFB $15,$15,$15,$15,$15,$15,$10,$10
C170 DEFB $10,$10,$15,$15,$15,$15,$15,$15
C178 DEFB $15,$10,$10,$10,$10,$10,$15,$2E
C180 DEFB $2E,$10,$10,$10,$10,$10,$10,$10
C188 DEFB $2E,$10,$10,$10,$10,$10,$10,$10
C190 DEFB $10,$10,$10,$10,$10,$10,$10,$10
C198 DEFB $10,$10,$10,$10,$10,$10,$10,$2E
C1A0 DEFB $2E,$15,$15,$10,$10,$10,$10,$10
C1A8 DEFB $2E,$10,$10,$10,$10,$10,$2E,$10
C1B0 DEFB $10,$2E,$10,$10,$10,$10,$10,$10
C1B8 DEFB $10,$10,$10,$10,$10,$10,$10,$2E
C1C0 DEFB $2E,$10,$10,$10,$10,$16,$10,$10
C1C8 DEFB $2E,$10,$10,$10,$10,$10,$2E,$10
C1D0 DEFB $10,$2E,$2E,$2E,$2E,$2E,$2E,$2E
C1D8 DEFB $16,$16,$10,$10,$10,$10,$10,$2E
C1E0 DEFB $2E,$15,$15,$15,$15,$15,$15,$15
C1E8 DEFB $2E,$2E,$2E,$2E,$2E,$2E,$2E,$2E
C1F0 DEFB $2E,$2E,$2E,$2E,$2E,$2E,$2E,$2E
C1F8 DEFB $15,$15,$15,$15,$15,$15,$15,$2E
The next 32 bytes are copied to 8000 and specify the cavern name.
C200 DEFM " Eugene's Lair " 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_4 floor_4 crumbling_floor_4 wall_4 conveyor_4 nasty1_4 nasty2_4 extra_4
C220 DEFB $10,$00,$00,$00,$00,$00,$00,$00,$00 Background
C229 DEFB $15,$FF,$FF,$DB,$6E,$C5,$40,$00,$00 Floor
C232 DEFB $14,$FF,$DB,$A5,$24,$52,$20,$08,$00 Crumbling floor
C23B DEFB $2E,$22,$FF,$88,$FF,$22,$FF,$88,$FF Wall
C244 DEFB $56,$FC,$66,$FC,$66,$00,$00,$00,$00 Conveyor
C24D DEFB $16,$44,$28,$94,$51,$35,$D6,$58,$10 Nasty 1
C256 DEFB $13,$7E,$3C,$1C,$18,$18,$08,$08,$08 Nasty 2
C25F 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.
C268 DEFB $30 Pixel y-coordinate * 2 (see 8068)
C269 DEFB $00 Animation frame (see 8069)
C26A DEFB $00 Direction and movement flags: facing right (see 806A)
C26B DEFB $00 Airborne status indicator (see 806B)
C26C DEFW $5C61 Location in the attribute buffer at 5C00: (3,1) (see 806C)
C26E 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.
C26F DEFB $00 Direction (left)
C270 DEFW $7812 Location in the screen buffer at 7000: (8,18)
C272 DEFB $0A Length
The next byte is copied to 8073 and specifies the border colour.
C273 DEFB $01 Border colour
The next byte is copied to 8074, but is not used.
C274 DEFB $00 Unused
The next 25 bytes are copied to 8075 and specify the location and initial colour of the items in the cavern.
C275 DEFB $13 Item 1 at (1,30)
C276 DEFW $5C3E
C278 DEFB $60
C279 DEFB $FF
C27A DEFB $14 Item 2 at (6,10)
C27B DEFW $5CCA
C27D DEFB $60
C27E DEFB $FF
C27F DEFB $15 Item 3 at (7,29)
C280 DEFW $5CFD
C282 DEFB $60
C283 DEFB $FF
C284 DEFB $16 Item 4 at (12,7)
C285 DEFW $5D87
C287 DEFB $68
C288 DEFB $FF
C289 DEFB $13 Item 5 at (12,9)
C28A DEFW $5D89
C28C DEFB $68
C28D DEFB $FF
C28E DEFB $FF Terminator
The next 37 bytes are copied to 808F and define the portal graphic and its location.
portal04
C28F DEFB $57 Attribute
C290 DEFB $FF,$FF,$AA,$AA,$AA,$AA,$AA,$AA Graphic data
C298 DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
C2A0 DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
C2A8 DEFB $AA,$AA,$AA,$AA,$AA,$AA,$FF,$FF
C2B0 DEFW $5DAF Location in the attribute buffer at 5C00: (13,15)
C2B2 DEFW $68AF Location in the screen buffer at 6000: (13,15)
The next eight bytes are copied to 80B4 and define the item graphic.
item04
C2B4 DEFB $1F,$23,$47,$FF,$8F,$8E,$8C,$F8 Item graphic data
The next byte is copied to 80BC and specifies the initial air supply in the cavern.
C2BC DEFB $3F Air
The next byte is copied to 80BD and initialises the game clock.
C2BD DEFB $80 Game clock
The next 28 bytes are copied to 80BE and define the horizontal guardians.
C2BE DEFB $16 Horizontal guardian 1: y=3, initial x=12, 1<=x<=12, speed=normal
C2BF DEFW $5C6C
C2C1 DEFB $60
C2C2 DEFB $07
C2C3 DEFB $61
C2C4 DEFB $6C
C2C5 DEFB $10 Horizontal guardian 2: y=7, initial x=4, 4<=x<=12, speed=normal
C2C6 DEFW $5CE4
C2C8 DEFB $60
C2C9 DEFB $00
C2CA DEFB $E4
C2CB DEFB $EC
C2CC DEFB $FF,$00,$00,$00,$00,$00,$00 Horizontal guardian 3 (unused)
C2D3 DEFB $00,$00,$00,$00,$00,$00,$00 Horizontal guardian 4 (unused)
C2DA DEFB $FF Terminator
The next two bytes are copied to 80DB and 80DC and specify Eugene's initial direction and pixel y-coordinate.
C2DB DEFB $00 Initial direction (down)
C2DC DEFB $00 Initial pixel y-coordinate
The next three bytes are unused.
C2DD DEFB $00,$00,$00 Unused
The next 32 bytes define the Eugene graphic.
eugene
C2E0 DEFB $03,$C0,$0F,$F0,$1F,$F8,$1F,$F8 Eugene graphic data
C2E8 DEFB $31,$8C,$0E,$70,$6F,$F6,$AE,$75
C2F0 DEFB $B1,$8D,$9F,$F9,$9B,$D9,$8C,$31
C2F8 DEFB $47,$E2,$02,$40,$02,$40,$0E,$70
The next 256 bytes are copied to 8100 and define the guardian graphics.
eugene's_lair_guardian0 eugene's_lair_guardian1 eugene's_lair_guardian2 eugene's_lair_guardian3 eugene's_lair_guardian4 eugene's_lair_guardian5 eugene's_lair_guardian6 eugene's_lair_guardian7
C300 DEFB $C0,$00,$C0,$00,$C0,$00,$C0,$00 Guardian graphic data
C308 DEFB $C0,$00,$C0,$00,$C0,$00,$DF,$C0
C310 DEFB $DF,$C0,$FF,$C0,$1F,$C0,$0F,$80
C318 DEFB $77,$80,$FF,$00,$DF,$00,$DF,$00
C320 DEFB $30,$00,$30,$00,$30,$00,$30,$00
C328 DEFB $30,$20,$30,$C0,$33,$00,$34,$00
C330 DEFB $37,$F0,$3F,$F0,$07,$F0,$03,$E0
C338 DEFB $1D,$E0,$3F,$C0,$37,$C0,$37,$C0
C340 DEFB $0C,$00,$0C,$00,$0C,$20,$0C,$40
C348 DEFB $0C,$40,$0C,$80,$0C,$80,$0D,$00
C350 DEFB $0D,$FC,$0F,$FC,$01,$FC,$00,$F8
C358 DEFB $07,$78,$0F,$F0,$0D,$F0,$0D,$F0
C360 DEFB $03,$00,$03,$00,$03,$00,$03,$00
C368 DEFB $03,$02,$03,$0C,$03,$30,$03,$40
C370 DEFB $03,$7F,$03,$FF,$00,$7F,$00,$3E
C378 DEFB $01,$DE,$03,$FC,$03,$7C,$03,$7C
C380 DEFB $00,$C0,$00,$C0,$00,$C0,$00,$C0
C388 DEFB $40,$C0,$30,$C0,$0C,$C0,$02,$C0
C390 DEFB $FE,$C0,$FF,$C0,$FE,$00,$7C,$00
C398 DEFB $7B,$80,$3F,$C0,$3E,$C0,$3E,$C0
C3A0 DEFB $00,$30,$00,$30,$04,$30,$02,$30
C3A8 DEFB $02,$30,$01,$30,$01,$30,$00,$B0
C3B0 DEFB $3F,$B0,$3F,$F0,$3F,$80,$1F,$00
C3B8 DEFB $1E,$E0,$0F,$F0,$0F,$B0,$0F,$B0
C3C0 DEFB $00,$0C,$00,$0C,$00,$0C,$00,$0C
C3C8 DEFB $04,$0C,$03,$0C,$00,$CC,$00,$2C
C3D0 DEFB $0F,$EC,$0F,$FC,$0F,$E0,$07,$C0
C3D8 DEFB $07,$B8,$03,$FC,$03,$EC,$03,$EC
C3E0 DEFB $00,$03,$00,$03,$00,$03,$00,$03
C3E8 DEFB $00,$03,$00,$03,$00,$03,$03,$FB
C3F0 DEFB $03,$FB,$03,$FF,$03,$F8,$01,$F0
C3F8 DEFB $01,$EE,$00,$FF,$00,$FB,$00,$FB
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