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B76B: Rock Templates
The object records of the four rocks (the types 2C to 2F). Set_Up_Room_Objects copies one of them, chosen by the room x, into a decoration record, and then writes the x position that it takes from the table at Room_Object_X_Positions. The y position A0 is the floor. Bytes 0A to 0E give the size of the rock as an obstacle, so that creatures and weapons bounce off it: its half width, the width of its middle, its height, its depth and the x offset of its middle (see Check_Object_Contact). Bit 0 of the redraw flags is set so that the rock is drawn without being erased first.
Rock of type 2C.
Rock_Templates B76B DEFB $2C Type, x, room x, y, room y and attribute (yellow).
B76C DEFB $80
B76D DEFB $00
B76E DEFB $A0
B76F DEFB $00
B770 DEFB $46
B771 DEFB $00,$00,$00,$00 Not used.
B775 DEFB $14 Size of the obstacle (see Check_Object_Contact).
B776 DEFB $08
B777 DEFB $22
B778 DEFB $1B
B779 DEFB $04
B77A DEFB $01 Redraw flags (bit 0 is set).
Rock of type 2D.
B77B DEFB $2D Type, x, room x, y, room y and attribute (yellow).
B77C DEFB $80
B77D DEFB $00
B77E DEFB $A0
B77F DEFB $00
B780 DEFB $46
B781 DEFB $00,$00,$00,$00 Not used.
B785 DEFB $16 Size of the obstacle (see Check_Object_Contact).
B786 DEFB $0C
B787 DEFB $22
B788 DEFB $1B
B789 DEFB $04
B78A DEFB $01 Redraw flags (bit 0 is set).
Rock of type 2E.
B78B DEFB $2E Type, x, room x, y, room y and attribute (yellow).
B78C DEFB $80
B78D DEFB $00
B78E DEFB $A0
B78F DEFB $00
B790 DEFB $46
B791 DEFB $00,$00,$00,$00 Not used.
B795 DEFB $16 Size of the obstacle (see Check_Object_Contact).
B796 DEFB $0C
B797 DEFB $1A
B798 DEFB $13
B799 DEFB $04
B79A DEFB $01 Redraw flags (bit 0 is set).
Rock of type 2F.
B79B DEFB $2F Type, x, room x, y, room y and attribute (yellow).
B79C DEFB $80
B79D DEFB $00
B79E DEFB $A0
B79F DEFB $00
B7A0 DEFB $46
B7A1 DEFB $00,$00,$00,$00 Not used.
B7A5 DEFB $12 Size of the obstacle (see Check_Object_Contact).
B7A6 DEFB $08
B7A7 DEFB $12
B7A8 DEFB $0B
B7A9 DEFB $00
B7AA DEFB $01 Redraw flags (bit 0 is set).
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