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BCCB: Data: Room #21
Note; although this room is present in code, it's unreachable and fairly "broken". See Room #21.
room-bare-21
The first seven bytes relate to the colours the room uses. See PopulateCurrentRoomBuffersAndReferences.
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.
BCD3 DEFB $19,$12 Start Coordinates: 19/ 12.
BCD5 DEFB $08 Length: 08.
Scaffold #02.
BCD6 DEFB $19,$0D Start Coordinates: 19/ 0D.
BCD8 DEFB $04 Length: 04.
Scaffold #03.
BCD9 DEFB $21,$12 Start Coordinates: 21/ 12.
BCDB DEFB $03 Length: 03.
BCDC DEFB $FF Terminator.
Doors:
Door #01.
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.
BCE2 DEFB $17,$12 Coordinates: 17/ 12.
Ladder #02.
BCE4 DEFB $14,$0D Coordinates: 14/ 0D.
BCE6 DEFB $FF Terminator.
Keys and locked doors.
BCE7 DEFB $FF Terminator.
Portholes:
BCE8 DEFB $FF Terminator.
Pirates:
Pirate #01.
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:
BCFA DEFB $FF Terminator.
Furniture:
BCFB DEFB $FF Terminator.
Lifts:
BCFC DEFB $FF Terminator.
Disappearing floors:
BCFD DEFB $FF Terminator.
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