Game status buffer |
Prev: C377 | Up: Map | Next: C4F4 |
See Room #11.
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The first seven bytes relate to the colours the room uses. See PopulateCurrentRoomBuffersAndReferences.
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DataRoom11 | C449 | DEFB $06 | Key Colour: YELLOW. | |
C44A | DEFB $04 | Closed Door Colour: GREEN. | ||
C44B | DEFB $00 | Unused?: BLACK. | ||
C44C | DEFB $04 | Scaffolding Colour: GREEN. | ||
C44D | DEFB $00 | Border Colour: BLACK. | ||
C44E | DEFB $01 | Paper Colour: BLUE. | ||
C44F | DEFB $04 | Ladder Colour: GREEN. | ||
C450 | DEFB $FF | Terminator. | ||
Room scaffolding:
Scaffold #01.
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C451 | DEFB $21,$17 | Start Coordinates: 21/ 17. | ||
C453 | DEFB $10 | Length: 10. | ||
Scaffold #02.
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C454 | DEFB $21,$12 | Start Coordinates: 21/ 12. | ||
C456 | DEFB $10 | Length: 10. | ||
Scaffold #03.
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C457 | DEFB $21,$0D | Start Coordinates: 21/ 0D. | ||
C459 | DEFB $10 | Length: 10. | ||
Scaffold #04.
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C45A | DEFB $21,$08 | Start Coordinates: 21/ 08. | ||
C45C | DEFB $10 | Length: 10. | ||
Scaffold #05.
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C45D | DEFB $21,$03 | Start Coordinates: 21/ 03. | ||
C45F | DEFB $10 | Length: 10. | ||
C460 | DEFB $FF | Terminator. | ||
Doors:
Door #01.
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C461 | DEFB $10,$16 | Coordinates: 10/ 16. | ||
C463 | DEFB $04 | Colour: GREEN. | ||
C464 | DEFB $05 | Leads to room: 05. | ||
Door #02.
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C465 | DEFB $1D,$11 | Coordinates: 1D/ 11. | ||
C467 | DEFB $03 | Colour: MAGENTA. | ||
C468 | DEFB $10 | Leads to room: 10. | ||
Door #03.
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C469 | DEFB $06,$07 | Coordinates: 06/ 07. | ||
C46B | DEFB $04 | Colour: GREEN. | ||
C46C | DEFB $01 | Leads to room: 01. | ||
C46D | DEFB $FF | Terminator. | ||
Ladders:
Ladder #01.
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C46E | DEFB $08,$12 | Coordinates: 08/ 12. | ||
Ladder #02.
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C470 | DEFB $20,$0D | Coordinates: 20/ 0D. | ||
Ladder #03.
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C472 | DEFB $0A,$08 | Coordinates: 0A/ 08. | ||
C474 | DEFB $FF | Terminator. | ||
Keys and locked doors.
Key/ Door #01.
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C475 | DEFB $16,$17 | Coordinates: 16/ 17. | ||
C477 | DEFB $03 | |||
C478 | DEFB $10,$01 | Coordinates: 10/ 01. | ||
C47A | DEFB $03 | |||
Key/ Door #02.
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C47B | DEFB $0A,$17 | Coordinates: 0A/ 17. | ||
C47D | DEFB $14 | |||
C47E | DEFB $15,$02 | Coordinates: 15/ 02. | ||
C480 | DEFB $03 | |||
Key/ Door #03.
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C481 | DEFB $16,$12 | Coordinates: 16/ 12. | ||
C483 | DEFB $07 | |||
C484 | DEFB $06,$03 | Coordinates: 06/ 03. | ||
C486 | DEFB $03 | |||
Key/ Door #04.
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C487 | DEFB $0E,$12 | Coordinates: 0E/ 12. | ||
C489 | DEFB $20 | |||
C48A | DEFB $06,$04 | Coordinates: 06/ 04. | ||
C48C | DEFB $03 | |||
Key/ Door #05.
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C48D | DEFB $18,$08 | Coordinates: 18/ 08. | ||
C48F | DEFB $14 | |||
C490 | DEFB $10,$05 | Coordinates: 10/ 05. | ||
C492 | DEFB $03 | |||
Key/ Door #06.
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C493 | DEFB $12,$08 | Coordinates: 12/ 08. | ||
C495 | DEFB $18 | |||
C496 | DEFB $10,$06 | Coordinates: 10/ 06. | ||
C498 | DEFB $03 | |||
C499 | DEFB $FF | Terminator. | ||
Portholes:
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C49A | DEFB $FF | Terminator. | ||
Pirates:
Pirate #01.
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C49B | DEFB $08,$10 | Coordinates: 08/ 10. | ||
C49D | DEFB $03,$03 | |||
C49F | DEFB $FF | Horizontal movement: -1. | ||
C4A0 | DEFB $00,$20,$02,$03 | |||
C4A4 | DEFB $07 | Colour: WHITE. | ||
C4A5 | DEFB $01,$03,$00,$08,$10,$03 | |||
C4AB | DEFB $FF | Terminator. | ||
Items:
Item #01.
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C4AC | DEFB $19,$14 | Coordinates: 19/ 14. | ||
C4AE | DEFB $02,$02 | Sprite width/ height: 02/ 02. | ||
C4B0 | DEFB $07 | Colour: WHITE. | ||
C4B1 | DEFB $01 | Collected: NO. | ||
C4B2 | DEFB $6C | UDG: Graphics_SpyGlass (6C). | ||
Item #02.
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C4B3 | DEFB $05,$14 | Coordinates: 05/ 14. | ||
C4B5 | DEFB $02,$02 | Sprite width/ height: 02/ 02. | ||
C4B7 | DEFB $06 | Colour: YELLOW. | ||
C4B8 | DEFB $01 | Collected: NO. | ||
C4B9 | DEFB $78 | UDG: Graphics_Bell (78). | ||
Item #03.
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C4BA | DEFB $12,$0F | Coordinates: 12/ 0F. | ||
C4BC | DEFB $02,$02 | Sprite width/ height: 02/ 02. | ||
C4BE | DEFB $06 | Colour: YELLOW. | ||
C4BF | DEFB $01 | Collected: NO. | ||
C4C0 | DEFB $74 | UDG: Graphics_Sextant (74). | ||
Item #04.
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C4C1 | DEFB $0B,$0F | Coordinates: 0B/ 0F. | ||
C4C3 | DEFB $02,$02 | Sprite width/ height: 02/ 02. | ||
C4C5 | DEFB $04 | Colour: GREEN. | ||
C4C6 | DEFB $01 | Collected: NO. | ||
C4C7 | DEFB $64 | UDG: Graphics_Chest (64). | ||
Item #05.
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C4C8 | DEFB $1D,$05 | Coordinates: 1D/ 05. | ||
C4CA | DEFB $02,$02 | Sprite width/ height: 02/ 02. | ||
C4CC | DEFB $07 | Colour: WHITE. | ||
C4CD | DEFB $01 | Collected: NO. | ||
C4CE | DEFB $5C | UDG: Graphics_Vase (5C). | ||
Item #06.
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C4CF | DEFB $15,$05 | Coordinates: 15/ 05. | ||
C4D1 | DEFB $02,$02 | Sprite width/ height: 02/ 02. | ||
C4D3 | DEFB $06 | Colour: YELLOW. | ||
C4D4 | DEFB $01 | Collected: NO. | ||
C4D5 | DEFB $54 | UDG: Graphics_Sword (54). | ||
C4D6 | DEFB $FF | Terminator. | ||
Furniture:
Item #01.
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C4D7 | DEFB $20,$16 | Coordinates: 20/ 16. | ||
C4D9 | DEFB $68 | UDG: Graphics_Stack3 (68). | ||
C4DA | DEFB $05 | Colour: CYAN. | ||
Item #02.
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C4DB | DEFB $07,$0C | Coordinates: 07/ 0C. | ||
C4DD | DEFB $50 | UDG: Graphics_Stack2 (50). | ||
C4DE | DEFB $03 | Colour: MAGENTA. | ||
C4DF | DEFB $FF | Terminator. | ||
Lifts:
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C4E0 | DEFB $FF | Terminator. | ||
Disappearing floors:
Instance #01.
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C4E1 | DEFB $1D,$08 | Coordinates: 1D/ 08. | ||
C4E3 | DEFB $04 | Width: 04 (VISIBLE). | ||
C4E4 | DEFB $32 | Limit for "VISIBLE" timer. | ||
C4E5 | DEFB $32 | Limit for "DISAPPEARED" timer. | ||
C4E6 | DEFB $00 | Floor change timer. | ||
Instance #02.
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C4E7 | DEFB $17,$08 | Coordinates: 17/ 08. | ||
C4E9 | DEFB $05 | Width: 05 (VISIBLE). | ||
C4EA | DEFB $2D | Limit for "VISIBLE" timer. | ||
C4EB | DEFB $37 | Limit for "DISAPPEARED" timer. | ||
C4EC | DEFB $00 | Floor change timer. | ||
Instance #03.
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C4ED | DEFB $10,$08 | Coordinates: 10/ 08. | ||
C4EF | DEFB $04 | Width: 04 (VISIBLE). | ||
C4F0 | DEFB $28 | Limit for "VISIBLE" timer. | ||
C4F1 | DEFB $3C | Limit for "DISAPPEARED" timer. | ||
C4F2 | DEFB $00 | Floor change timer. | ||
C4F3 | DEFB $FF | Terminator. |
Prev: C377 | Up: Map | Next: C4F4 |