Game status buffer |
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Note; although this room is present in code, it's unreachable and fairly "broken". See Room #21.
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The first seven bytes relate to the colours the room uses. See PopulateCurrentRoomBuffersAndReferences.
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DataRoom21 | BCCB | DEFB $07 | Key Colour: WHITE. | |
BCCC | DEFB $07 | Closed Door Colour: WHITE. | ||
BCCD | DEFB $00 | Unused?: BLACK. | ||
BCCE | DEFB $00 | Scaffolding Colour: BLACK. | ||
BCCF | DEFB $01 | Border Colour: BLUE. | ||
BCD0 | DEFB $01 | Paper Colour: BLUE. | ||
BCD1 | DEFB $02 | Ladder Colour: RED. | ||
BCD2 | DEFB $FF | Terminator. | ||
Room scaffolding:
Scaffold #01.
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BCD3 | DEFB $19,$12 | Start Coordinates: 19/ 12. | ||
BCD5 | DEFB $08 | Length: 08. | ||
Scaffold #02.
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BCD6 | DEFB $19,$0D | Start Coordinates: 19/ 0D. | ||
BCD8 | DEFB $04 | Length: 04. | ||
Scaffold #03.
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BCD9 | DEFB $21,$12 | Start Coordinates: 21/ 12. | ||
BCDB | DEFB $03 | Length: 03. | ||
BCDC | DEFB $FF | Terminator. | ||
Doors:
Door #01.
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BCDD | DEFB $13,$16 | Coordinates: 13/ 16. | ||
BCDF | DEFB $04 | Colour: GREEN. | ||
BCE0 | DEFB $01 | Leads to room: 01. | ||
BCE1 | DEFB $FF | Terminator. | ||
Ladders:
Ladder #01.
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BCE2 | DEFB $17,$12 | Coordinates: 17/ 12. | ||
Ladder #02.
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BCE4 | DEFB $14,$0D | Coordinates: 14/ 0D. | ||
BCE6 | DEFB $FF | Terminator. | ||
Keys and locked doors.
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BCE7 | DEFB $FF | Terminator. | ||
Portholes:
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BCE8 | DEFB $FF | Terminator. | ||
Pirates:
Pirate #01.
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BCE9 | DEFB $21,$15 | Coordinates: 21/ 15. | ||
BCEB | DEFB $03,$03 | |||
BCED | DEFB $FF | Horizontal movement: -1. | ||
BCEE | DEFB $00,$20,$02,$02 | |||
BCF2 | DEFB $05 | Colour: CYAN. | ||
BCF3 | DEFB $01,$03,$00,$21,$15,$03 | |||
BCF9 | DEFB $FF | Terminator. | ||
Items:
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BCFA | DEFB $FF | Terminator. | ||
Furniture:
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BCFB | DEFB $FF | Terminator. | ||
Lifts:
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BCFC | DEFB $FF | Terminator. | ||
Disappearing floors:
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BCFD | DEFB $FF | Terminator. |
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