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BF66: Data: Room #17
See Room #17.
room-bare-17
The first seven bytes relate to the colours the room uses. See PopulateCurrentRoomBuffersAndReferences.
DataRoom17 BF66 DEFB $06 Key Colour: YELLOW.
BF67 DEFB $06 Closed Door Colour: YELLOW.
BF68 DEFB $00 Unused?: BLACK.
BF69 DEFB $02 Scaffolding Colour: RED.
BF6A DEFB $00 Border Colour: BLACK.
BF6B DEFB $00 Paper Colour: BLACK.
BF6C DEFB $04 Ladder Colour: GREEN.
BF6D DEFB $FF Terminator.
Room scaffolding:
Scaffold #01.
BF6E DEFB $21,$17 Start Coordinates: 21/ 17.
BF70 DEFB $10 Length: 10.
Scaffold #02.
BF71 DEFB $21,$12 Start Coordinates: 21/ 12.
BF73 DEFB $02 Length: 02.
Scaffold #03.
BF74 DEFB $21,$0D Start Coordinates: 21/ 0D.
BF76 DEFB $02 Length: 02.
Scaffold #04.
BF77 DEFB $21,$08 Start Coordinates: 21/ 08.
BF79 DEFB $02 Length: 02.
Scaffold #05.
BF7A DEFB $21,$03 Start Coordinates: 21/ 03.
BF7C DEFB $02 Length: 02.
Scaffold #06.
BF7D DEFB $1A,$12 Start Coordinates: 1A/ 12.
BF7F DEFB $01 Length: 01.
Scaffold #07.
BF80 DEFB $1A,$0D Start Coordinates: 1A/ 0D.
BF82 DEFB $01 Length: 01.
Scaffold #08.
BF83 DEFB $1A,$08 Start Coordinates: 1A/ 08.
BF85 DEFB $01 Length: 01.
Scaffold #09.
BF86 DEFB $1A,$03 Start Coordinates: 1A/ 03.
BF88 DEFB $0C Length: 0C.
Scaffold #10.
BF89 DEFB $0F,$12 Start Coordinates: 0F/ 12.
BF8B DEFB $07 Length: 07.
Scaffold #11.
BF8C DEFB $0F,$0D Start Coordinates: 0F/ 0D.
BF8E DEFB $07 Length: 07.
Scaffold #12.
BF8F DEFB $0F,$08 Start Coordinates: 0F/ 08.
BF91 DEFB $07 Length: 07.
Scaffold #13.
BF92 DEFB $03,$03 Start Coordinates: 03/ 03.
BF94 DEFB $01 Length: 01.
BF95 DEFB $FF Terminator.
Doors:
Door #01.
BF96 DEFB $04,$16 Coordinates: 04/ 16.
BF98 DEFB $04 Colour: GREEN.
BF99 DEFB $07 Leads to room: 07.
Door #02.
BF9A DEFB $0A,$07 Coordinates: 0A/ 07.
BF9C DEFB $04 Colour: GREEN.
BF9D DEFB $0C Leads to room: 0C.
BF9E DEFB $FF Terminator.
Ladders:
BF9F DEFB $FF Terminator.
Keys and locked doors.
Key/ Door #01.
BFA0 DEFB $0E,$12 Coordinates: 0E/ 12.
BFA2 DEFB $0D
BFA3 DEFB $0B,$01 Coordinates: 0B/ 01.
BFA5 DEFB $03
Key/ Door #02.
BFA6 DEFB $0A,$12 Coordinates: 0A/ 12.
BFA8 DEFB $06
BFA9 DEFB $15,$02 Coordinates: 15/ 02.
BFAB DEFB $03
Key/ Door #03.
BFAC DEFB $06,$12 Coordinates: 06/ 12.
BFAE DEFB $03
BFAF DEFB $0B,$03 Coordinates: 0B/ 03.
BFB1 DEFB $03
Key/ Door #04.
BFB2 DEFB $0E,$0D Coordinates: 0E/ 0D.
BFB4 DEFB $20
BFB5 DEFB $0B,$04 Coordinates: 0B/ 04.
BFB7 DEFB $03
Key/ Door #05.
BFB8 DEFB $0A,$0D Coordinates: 0A/ 0D.
BFBA DEFB $10
BFBB DEFB $06,$05 Coordinates: 06/ 05.
BFBD DEFB $03
BFBE DEFB $FF Terminator.
Portholes:
BFBF DEFB $FF Terminator.
Pirates:
Pirate #01.
BFC0 DEFB $18,$06 Coordinates: 18/ 06.
BFC2 DEFB $03,$03
BFC4 DEFB $FF Horizontal movement: -1.
BFC5 DEFB $00,$20,$02,$03
BFC9 DEFB $05 Colour: CYAN.
BFCA DEFB $01,$03,$00,$18,$06,$03
BFD0 DEFB $FF Terminator.
Items:
Item #01.
BFD1 DEFB $09,$14 Coordinates: 09/ 14.
BFD3 DEFB $02,$02 Sprite width/ height: 02/ 02.
BFD5 DEFB $02 Colour: RED.
BFD6 DEFB $01 Collected: NO.
BFD7 DEFB $70 UDG: Graphics_LogBook (70).
Item #02.
BFD8 DEFB $0C,$0F Coordinates: 0C/ 0F.
BFDA DEFB $02,$02 Sprite width/ height: 02/ 02.
BFDC DEFB $07 Colour: WHITE.
BFDD DEFB $01 Collected: NO.
BFDE DEFB $68 UDG: Graphics_Map (68).
Item #03.
BFDF DEFB $04,$0F Coordinates: 04/ 0F.
BFE1 DEFB $02,$02 Sprite width/ height: 02/ 02.
BFE3 DEFB $06 Colour: YELLOW.
BFE4 DEFB $01 Collected: NO.
BFE5 DEFB $74 UDG: Graphics_Sextant (74).
Item #04.
BFE6 DEFB $0C,$0A Coordinates: 0C/ 0A.
BFE8 DEFB $02,$02 Sprite width/ height: 02/ 02.
BFEA DEFB $04 Colour: GREEN.
BFEB DEFB $01 Collected: NO.
BFEC DEFB $64 UDG: Graphics_Chest (64).
Item #05.
BFED DEFB $20,$05 Coordinates: 20/ 05.
BFEF DEFB $02,$02 Sprite width/ height: 02/ 02.
BFF1 DEFB $04 Colour: GREEN.
BFF2 DEFB $01 Collected: NO.
BFF3 DEFB $64 UDG: Graphics_Chest (64).
Item #06.
BFF4 DEFB $0E,$05 Coordinates: 0E/ 05.
BFF6 DEFB $02,$02 Sprite width/ height: 02/ 02.
BFF8 DEFB $02 Colour: RED.
BFF9 DEFB $01 Collected: NO.
BFFA DEFB $64 UDG: Graphics_Chest (64).
BFFB DEFB $FF Terminator.
Furniture:
Item #01.
BFFC DEFB $18,$07 Coordinates: 18/ 07.
BFFE DEFB $20 UDG: Graphics_Barrels (20).
BFFF DEFB $02 Colour: RED.
Item #02.
C000 DEFB $0F,$16 Coordinates: 0F/ 16.
C002 DEFB $20 UDG: Graphics_Barrels (20).
C003 DEFB $02 Colour: RED.
Item #03.
C004 DEFB $09,$0C Coordinates: 09/ 0C.
C006 DEFB $20 UDG: Graphics_Barrels (20).
C007 DEFB $02 Colour: RED.
C008 DEFB $FF Terminator.
Lifts:
Lift #01.
C009 DEFB $1D,$12 Coordinates: 1D/ 12.
C00B DEFB $03,$03
C00D DEFB $00 Horizontal movement: NONE.
C00E DEFB $FF Vertical movement: -1.
C00F DEFB $24,$03,$01
C012 DEFB $05 Colour: CYAN.
C013 DEFB $13,$03,$03,$01,$00,$00
Lift #02.
C019 DEFB $18,$12 Coordinates: 18/ 12.
C01B DEFB $03,$03
C01D DEFB $FF Horizontal movement: -1.
C01E DEFB $00 Vertical movement: NONE.
C01F DEFB $21,$03,$01
C022 DEFB $06 Colour: YELLOW.
C023 DEFB $18,$03,$12,$03,$00,$00
Lift #03.
C029 DEFB $12,$08 Coordinates: 12/ 08.
C02B DEFB $03,$03
C02D DEFB $01 Horizontal movement: +1.
C02E DEFB $00 Vertical movement: NONE.
C02F DEFB $21,$03,$01
C032 DEFB $07 Colour: WHITE.
C033 DEFB $18,$03,$12,$03,$00,$00
Lift #04.
C039 DEFB $16,$0D Coordinates: 16/ 0D.
C03B DEFB $03,$03
C03D DEFB $01 Horizontal movement: +1.
C03E DEFB $00 Vertical movement: NONE.
C03F DEFB $21,$03,$01
C042 DEFB $04 Colour: GREEN.
C043 DEFB $18,$03,$12,$03,$00,$00
C049 DEFB $FF Terminator.
Disappearing floors:
Instance #01.
C04A DEFB $1A,$12 Coordinates: 1A/ 12.
C04C DEFB $82 Width: 02 (DISAPPEARED).
C04D DEFB $8C Limit for "VISIBLE" timer.
C04E DEFB $46 Limit for "DISAPPEARED" timer.
C04F DEFB $00 Floor change timer.
Instance #02.
C050 DEFB $1A,$0D Coordinates: 1A/ 0D.
C052 DEFB $02 Width: 02 (VISIBLE).
C053 DEFB $8C Limit for "VISIBLE" timer.
C054 DEFB $46 Limit for "DISAPPEARED" timer.
C055 DEFB $46 Floor change timer.
Instance #03.
C056 DEFB $1A,$08 Coordinates: 1A/ 08.
C058 DEFB $02 Width: 02 (VISIBLE).
C059 DEFB $8C Limit for "VISIBLE" timer.
C05A DEFB $46 Limit for "DISAPPEARED" timer.
C05B DEFB $00 Floor change timer.
C05C DEFB $FF Terminator.
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