Jet Set Willy: Data at A000

| Data

A000: Entity definitions

Used by the routine at 8912.
The following (empty) entity definition (0x00) is copied into one of the entity buffers at 8100 for any entity specification whose first byte is zero.
A000 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 |
The following entity definition (0x01) is used in We must perform a Quirkafleeg, On the Roof, Cold Store, Swimming Pool and The Beach.
A008 | DEFB %00000011 | Rope (bits 0-2), initially swinging right to left (bit 7)
A009 | DEFB $22 | Initial animation frame index
A00A | DEFB $00 | Replaced by the x-coordinate of the top of the rope (copied from the second byte of the entity specification in the room definition)
A00B | DEFB $00 | Unused
A00C | DEFB $20 | Length
A00D | DEFB $00 | Unused
A00E | DEFB $83 | Unused
A00F | DEFB $36 | Animation frame at which the rope changes direction
The following entity definition (0x02) is used in The Security Guard, Rescue Esmerelda, I'm sure I've seen this before.. and Up on the Battlements.
A010 | DEFB %00000010 | Vertical guardian (bits 0-2), animation frame updated on every second pass (bit 4), initial animation frame 0 (bits 5 and 6)
A011 | DEFB %00100100 | INK 4 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 001 (bits 5-7)
A012 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A013 | DEFB $80 | Initial pixel y-coordinate: 64
A014 | DEFB $02 | Initial pixel y-coordinate increment: 1 (moving down)
A015 | DEFB $BF | Page containing the sprite graphic data: 0xBF
A016 | DEFB $50 | Minimum pixel y-coordinate: 40
A017 | DEFB $D0 | Maximum pixel y-coordinate: 104
The following entity definition (0x03) is used in The Security Guard, I'm sure I've seen this before.. and Up on the Battlements.
A018 | DEFB %00000010 | Vertical guardian (bits 0-2), animation frame updated on every second pass (bit 4), initial animation frame 0 (bits 5 and 6)
A019 | DEFB %00101010 | INK 2 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 001 (bits 5-7)
A01A | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A01B | DEFB $A0 | Initial pixel y-coordinate: 80
A01C | DEFB $04 | Initial pixel y-coordinate increment: 2 (moving down)
A01D | DEFB $BF | Page containing the sprite graphic data: 0xBF
A01E | DEFB $58 | Minimum pixel y-coordinate: 44
A01F | DEFB $D0 | Maximum pixel y-coordinate: 104
The following entity definition (0x04) is used in The Security Guard, Rescue Esmerelda, I'm sure I've seen this before.. and Up on the Battlements.
A020 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A021 | DEFB %00100110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 001 (bits 5-7)
A022 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A023 | DEFB $60 | Initial pixel y-coordinate: 48
A024 | DEFB $08 | Initial pixel y-coordinate increment: 4 (moving down)
A025 | DEFB $BF | Page containing the sprite graphic data: 0xBF
A026 | DEFB $60 | Minimum pixel y-coordinate: 48
A027 | DEFB $C0 | Maximum pixel y-coordinate: 96
The following entity definition (0x05) is used in I'm sure I've seen this before.. and Up on the Battlements.
A028 | DEFB %00000010 | Vertical guardian (bits 0-2), animation frame updated on every second pass (bit 4), initial animation frame 0 (bits 5 and 6)
A029 | DEFB %00100101 | INK 5 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 001 (bits 5-7)
A02A | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A02B | DEFB $40 | Initial pixel y-coordinate: 32
A02C | DEFB $0C | Initial pixel y-coordinate increment: 6 (moving down)
A02D | DEFB $BF | Page containing the sprite graphic data: 0xBF
A02E | DEFB $40 | Minimum pixel y-coordinate: 32
A02F | DEFB $C0 | Maximum pixel y-coordinate: 96
The following entity definition (0x06) is used in At the Foot of the MegaTree.
A030 | DEFB %00000010 | Vertical guardian (bits 0-2), animation frame updated on every second pass (bit 4), initial animation frame 0 (bits 5 and 6)
A031 | DEFB %00100101 | INK 5 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 001 (bits 5-7)
A032 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A033 | DEFB $40 | Initial pixel y-coordinate: 32
A034 | DEFB $0A | Initial pixel y-coordinate increment: 5 (moving down)
A035 | DEFB $BF | Page containing the sprite graphic data: 0xBF
A036 | DEFB $40 | Minimum pixel y-coordinate: 32
A037 | DEFB $B0 | Maximum pixel y-coordinate: 88
The following entity definition (0x07) is used in At the Foot of the MegaTree and Above the West Bedroom.
A038 | DEFB %00000010 | Vertical guardian (bits 0-2), animation frame updated on every second pass (bit 4), initial animation frame 0 (bits 5 and 6)
A039 | DEFB %01100101 | INK 5 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A03A | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A03B | DEFB $64 | Initial pixel y-coordinate: 50
A03C | DEFB $F4 | Initial pixel y-coordinate increment: -6 (moving up)
A03D | DEFB $BF | Page containing the sprite graphic data: 0xBF
A03E | DEFB $20 | Minimum pixel y-coordinate: 16
A03F | DEFB $A0 | Maximum pixel y-coordinate: 80
The following entity definition (0x08) is used in At the Foot of the MegaTree.
A040 | DEFB %00000010 | Vertical guardian (bits 0-2), animation frame updated on every second pass (bit 4), initial animation frame 0 (bits 5 and 6)
A041 | DEFB %01101010 | INK 2 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 011 (bits 5-7)
A042 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A043 | DEFB $80 | Initial pixel y-coordinate: 64
A044 | DEFB $06 | Initial pixel y-coordinate increment: 3 (moving down)
A045 | DEFB $BF | Page containing the sprite graphic data: 0xBF
A046 | DEFB $26 | Minimum pixel y-coordinate: 19
A047 | DEFB $B0 | Maximum pixel y-coordinate: 88
The following entity definition (0x09) is used in Inside the MegaTrunk and On a Branch Over the Drive.
A048 | DEFB %00000010 | Vertical guardian (bits 0-2), animation frame updated on every second pass (bit 4), initial animation frame 0 (bits 5 and 6)
A049 | DEFB %00101011 | INK 3 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 001 (bits 5-7)
A04A | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A04B | DEFB $A0 | Initial pixel y-coordinate: 80
A04C | DEFB $04 | Initial pixel y-coordinate increment: 2 (moving down)
A04D | DEFB $BF | Page containing the sprite graphic data: 0xBF
A04E | DEFB $80 | Minimum pixel y-coordinate: 64
A04F | DEFB $E0 | Maximum pixel y-coordinate: 112
The following entity definition (0x0A) is used in The Off Licence.
A050 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A051 | DEFB %01101101 | INK 5 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 011 (bits 5-7)
A052 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A053 | DEFB $60 | Initial pixel y-coordinate: 48
A054 | DEFB $08 | Initial pixel y-coordinate increment: 4 (moving down)
A055 | DEFB $BE | Page containing the sprite graphic data: 0xBE
A056 | DEFB $10 | Minimum pixel y-coordinate: 8
A057 | DEFB $D0 | Maximum pixel y-coordinate: 104
The following entity definition (0x0B) is used in Dr Jones will never believe this and Nomen Luni.
A058 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A059 | DEFB %01100110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A05A | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A05B | DEFB $C0 | Initial pixel y-coordinate: 96
A05C | DEFB $F6 | Initial pixel y-coordinate increment: -5 (moving up)
A05D | DEFB $BF | Page containing the sprite graphic data: 0xBF
A05E | DEFB $70 | Minimum pixel y-coordinate: 56
A05F | DEFB $C0 | Maximum pixel y-coordinate: 96
The following entity definition (0x0C) is used in The Off Licence.
A060 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A061 | DEFB %01100100 | INK 4 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A062 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A063 | DEFB $70 | Pixel y-coordinate: 56
A064 | DEFB $01 | Unused
A065 | DEFB $BE | Page containing the sprite graphic data: 0xBE
A066 | DEFB $13 | Minimum x-coordinate: 19
A067 | DEFB $1D | Maximum x-coordinate: 29
The following entity definition (0x0D) is used in Rescue Esmerelda, I'm sure I've seen this before.. and We must perform a Quirkafleeg.
A068 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A069 | DEFB %11100100 | INK 4 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A06A | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A06B | DEFB $40 | Pixel y-coordinate: 32
A06C | DEFB $00 | Unused
A06D | DEFB $BC | Page containing the sprite graphic data: 0xBC
A06E | DEFB $00 | Minimum x-coordinate: 0
A06F | DEFB $09 | Maximum x-coordinate: 9
The following entity definition (0x0E) is used in The Bridge.
A070 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A071 | DEFB %01101100 | INK 4 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 011 (bits 5-7)
A072 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A073 | DEFB $30 | Initial pixel y-coordinate: 24
A074 | DEFB $0C | Initial pixel y-coordinate increment: 6 (moving down)
A075 | DEFB $B9 | Page containing the sprite graphic data: 0xB9
A076 | DEFB $00 | Minimum pixel y-coordinate: 0
A077 | DEFB $C0 | Maximum pixel y-coordinate: 96
The following entity definition (0x0F) is used in Rescue Esmerelda.
A078 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A079 | DEFB %00100111 | INK 7 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 001 (bits 5-7)
A07A | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A07B | DEFB $10 | Initial pixel y-coordinate: 8
A07C | DEFB $04 | Initial pixel y-coordinate increment: 2 (moving down)
A07D | DEFB $B0 | Page containing the sprite graphic data: 0xB0
A07E | DEFB $00 | Minimum pixel y-coordinate: 0
A07F | DEFB $20 | Maximum pixel y-coordinate: 16
The following entity definition (0x10) is used in Entrance to Hades, The Chapel and Priests' Hole.
A080 | DEFB %00000010 | Vertical guardian (bits 0-2), initial animation frame 0 (bits 5 and 6)
A081 | DEFB %00000100 | INK 4 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 000 (bits 5-7)
A082 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A083 | DEFB $60 | Initial pixel y-coordinate: 48
A084 | DEFB $02 | Initial pixel y-coordinate increment: 1 (moving down)
A085 | DEFB $BA | Page containing the sprite graphic data: 0xBA
A086 | DEFB $00 | Minimum pixel y-coordinate: 0
A087 | DEFB $B0 | Maximum pixel y-coordinate: 88
The following entity definition (0x11) is used in Entrance to Hades, The Chapel and Priests' Hole.
A088 | DEFB %00000010 | Vertical guardian (bits 0-2), initial animation frame 0 (bits 5 and 6)
A089 | DEFB %00000100 | INK 4 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 000 (bits 5-7)
A08A | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A08B | DEFB $60 | Initial pixel y-coordinate: 48
A08C | DEFB $02 | Initial pixel y-coordinate increment: 1 (moving down)
A08D | DEFB $BA | Page containing the sprite graphic data: 0xBA
A08E | DEFB $00 | Minimum pixel y-coordinate: 0
A08F | DEFB $B0 | Maximum pixel y-coordinate: 88
The following entity definition (0x12) is used in Entrance to Hades, The Chapel and Priests' Hole.
A090 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A091 | DEFB %00100100 | INK 4 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 001 (bits 5-7)
A092 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A093 | DEFB $80 | Initial pixel y-coordinate: 64
A094 | DEFB $02 | Initial pixel y-coordinate increment: 1 (moving down)
A095 | DEFB $BA | Page containing the sprite graphic data: 0xBA
A096 | DEFB $20 | Minimum pixel y-coordinate: 16
A097 | DEFB $D0 | Maximum pixel y-coordinate: 104
The following entity definition (0x13) is used in Ballroom East and Top Landing.
A098 | DEFB %00000010 | Vertical guardian (bits 0-2), initial animation frame 0 (bits 5 and 6)
A099 | DEFB %00001010 | INK 2 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 000 (bits 5-7)
A09A | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A09B | DEFB $20 | Initial pixel y-coordinate: 16
A09C | DEFB $02 | Initial pixel y-coordinate increment: 1 (moving down)
A09D | DEFB $9C | Page containing the sprite graphic data: 0x9C
A09E | DEFB $20 | Minimum pixel y-coordinate: 16
A09F | DEFB $60 | Maximum pixel y-coordinate: 48
The following entity definition (0x14) is used in The Bridge and West Wing.
A0A0 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A0A1 | DEFB %11101010 | INK 2 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 111 (bits 5-7)
A0A2 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A0A3 | DEFB $A0 | Pixel y-coordinate: 80
A0A4 | DEFB $00 | Unused
A0A5 | DEFB $BC | Page containing the sprite graphic data: 0xBC
A0A6 | DEFB $00 | Minimum x-coordinate: 0
A0A7 | DEFB $0A | Maximum x-coordinate: 10
The following entity definition (0x15) is used in The Bridge, The Drive and Ballroom East.
A0A8 | DEFB %10000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving left to right (bit 7)
A0A9 | DEFB %11100011 | INK 3 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A0AA | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A0AB | DEFB $A0 | Pixel y-coordinate: 80
A0AC | DEFB $00 | Unused
A0AD | DEFB $BC | Page containing the sprite graphic data: 0xBC
A0AE | DEFB $0E | Minimum x-coordinate: 14
A0AF | DEFB $1D | Maximum x-coordinate: 29
The following entity definition (0x16) is used in The Drive and Inside the MegaTrunk.
A0B0 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A0B1 | DEFB %11100100 | INK 4 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A0B2 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A0B3 | DEFB $B0 | Pixel y-coordinate: 88
A0B4 | DEFB $01 | Unused
A0B5 | DEFB $BC | Page containing the sprite graphic data: 0xBC
A0B6 | DEFB $10 | Minimum x-coordinate: 16
A0B7 | DEFB $1D | Maximum x-coordinate: 29
The following entity definition (0x17) is used in The Drive.
A0B8 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A0B9 | DEFB %11100110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A0BA | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A0BB | DEFB $80 | Pixel y-coordinate: 64
A0BC | DEFB $00 | Unused
A0BD | DEFB $BC | Page containing the sprite graphic data: 0xBC
A0BE | DEFB $05 | Minimum x-coordinate: 5
A0BF | DEFB $1D | Maximum x-coordinate: 29
The following entity definition (0x18) is used in The Drive, Inside the MegaTrunk and Tree Top.
A0C0 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A0C1 | DEFB %11101101 | INK 5 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 111 (bits 5-7)
A0C2 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A0C3 | DEFB $50 | Pixel y-coordinate: 40
A0C4 | DEFB $00 | Unused
A0C5 | DEFB $BC | Page containing the sprite graphic data: 0xBC
A0C6 | DEFB $00 | Minimum x-coordinate: 0
A0C7 | DEFB $0A | Maximum x-coordinate: 10
The following entity definition (0x19) is used in Out on a limb.
A0C8 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A0C9 | DEFB %11101011 | INK 3 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 111 (bits 5-7)
A0CA | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A0CB | DEFB $70 | Pixel y-coordinate: 56
A0CC | DEFB $00 | Unused
A0CD | DEFB $BC | Page containing the sprite graphic data: 0xBC
A0CE | DEFB $0E | Minimum x-coordinate: 14
A0CF | DEFB $17 | Maximum x-coordinate: 23
The following entity definition (0x1A) is used in Under the MegaTree, The Hall, Tree Top and Emergency Generator.
A0D0 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A0D1 | DEFB %11101010 | INK 2 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 111 (bits 5-7)
A0D2 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A0D3 | DEFB $30 | Pixel y-coordinate: 24
A0D4 | DEFB $00 | Unused
A0D5 | DEFB $B6 | Page containing the sprite graphic data: 0xB6
A0D6 | DEFB $05 | Minimum x-coordinate: 5
A0D7 | DEFB $1E | Maximum x-coordinate: 30
The following entity definition (0x1B) is used in On a Branch Over the Drive, Orangery, Dr Jones will never believe this and The Yacht.
A0D8 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A0D9 | DEFB %01101010 | INK 2 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 011 (bits 5-7)
A0DA | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A0DB | DEFB $90 | Initial pixel y-coordinate: 72
A0DC | DEFB $FC | Initial pixel y-coordinate increment: -2 (moving up)
A0DD | DEFB $B2 | Page containing the sprite graphic data: 0xB2
A0DE | DEFB $80 | Minimum pixel y-coordinate: 64
A0DF | DEFB $D0 | Maximum pixel y-coordinate: 104
The following entity definition (0x1C) is used in Under the Drive and West Wing Roof.
A0E0 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A0E1 | DEFB %11100110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A0E2 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A0E3 | DEFB $B0 | Pixel y-coordinate: 88
A0E4 | DEFB $00 | Unused
A0E5 | DEFB $BC | Page containing the sprite graphic data: 0xBC
A0E6 | DEFB $0C | Minimum x-coordinate: 12
A0E7 | DEFB $1D | Maximum x-coordinate: 29
The following entity definition (0x1D) is used in On top of the house, Under the Drive, Nomen Luni and Back Stairway.
A0E8 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A0E9 | DEFB %01100101 | INK 5 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A0EA | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A0EB | DEFB $30 | Initial pixel y-coordinate: 24
A0EC | DEFB $04 | Initial pixel y-coordinate increment: 2 (moving down)
A0ED | DEFB $B2 | Page containing the sprite graphic data: 0xB2
A0EE | DEFB $00 | Minimum pixel y-coordinate: 0
A0EF | DEFB $80 | Maximum pixel y-coordinate: 64
The following entity definition (0x1E) is used in Tree Root and West Bedroom.
A0F0 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A0F1 | DEFB %11100101 | INK 5 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A0F2 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A0F3 | DEFB $40 | Initial pixel y-coordinate: 32
A0F4 | DEFB $FC | Initial pixel y-coordinate increment: -2 (moving up)
A0F5 | DEFB $AD | Page containing the sprite graphic data: 0xAD
A0F6 | DEFB $00 | Minimum pixel y-coordinate: 0
A0F7 | DEFB $80 | Maximum pixel y-coordinate: 64
The following entity definition (0x1F) is used in Tree Root.
A0F8 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A0F9 | DEFB %00100011 | INK 3 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 001 (bits 5-7)
A0FA | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A0FB | DEFB $90 | Initial pixel y-coordinate: 72
A0FC | DEFB $04 | Initial pixel y-coordinate increment: 2 (moving down)
A0FD | DEFB $B7 | Page containing the sprite graphic data: 0xB7
A0FE | DEFB $40 | Minimum pixel y-coordinate: 32
A0FF | DEFB $A0 | Maximum pixel y-coordinate: 80
The following entity definition (0x20) is used in Under the MegaTree.
A100 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A101 | DEFB %11100101 | INK 5 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A102 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A103 | DEFB $D0 | Pixel y-coordinate: 104
A104 | DEFB $01 | Unused
A105 | DEFB $B8 | Page containing the sprite graphic data: 0xB8
A106 | DEFB $00 | Minimum x-coordinate: 0
A107 | DEFB $1E | Maximum x-coordinate: 30
The following entity definition (0x21) is used in Ballroom West.
A108 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A109 | DEFB %11100011 | INK 3 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A10A | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A10B | DEFB $B0 | Pixel y-coordinate: 88
A10C | DEFB $00 | Unused
A10D | DEFB $B8 | Page containing the sprite graphic data: 0xB8
A10E | DEFB $10 | Minimum x-coordinate: 16
A10F | DEFB $1A | Maximum x-coordinate: 26
The following entity definition (0x22) is used in On the Roof.
A110 | DEFB %10000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving left to right (bit 7)
A111 | DEFB %11100101 | INK 5 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A112 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A113 | DEFB $D0 | Pixel y-coordinate: 104
A114 | DEFB $01 | Unused
A115 | DEFB $B8 | Page containing the sprite graphic data: 0xB8
A116 | DEFB $0E | Minimum x-coordinate: 14
A117 | DEFB $18 | Maximum x-coordinate: 24
The following entity definition (0x23) is used in Tree Root.
A118 | DEFB %10000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving left to right (bit 7)
A119 | DEFB %11101010 | INK 2 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 111 (bits 5-7)
A11A | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A11B | DEFB $90 | Pixel y-coordinate: 72
A11C | DEFB $00 | Unused
A11D | DEFB $B8 | Page containing the sprite graphic data: 0xB8
A11E | DEFB $0F | Minimum x-coordinate: 15
A11F | DEFB $17 | Maximum x-coordinate: 23
The following entity definition (0x24) is used in The Drive, Top Landing and Back Stairway.
A120 | DEFB %10000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving left to right (bit 7)
A121 | DEFB %01100101 | INK 5 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A122 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A123 | DEFB $D0 | Pixel y-coordinate: 104
A124 | DEFB $00 | Unused
A125 | DEFB $AF | Page containing the sprite graphic data: 0xAF
A126 | DEFB $0A | Minimum x-coordinate: 10
A127 | DEFB $1E | Maximum x-coordinate: 30
The following entity definition (0x25) is used in Priests' Hole.
A128 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A129 | DEFB %11101010 | INK 2 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 111 (bits 5-7)
A12A | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A12B | DEFB $A0 | Pixel y-coordinate: 80
A12C | DEFB $00 | Unused
A12D | DEFB $BC | Page containing the sprite graphic data: 0xBC
A12E | DEFB $08 | Minimum x-coordinate: 8
A12F | DEFB $18 | Maximum x-coordinate: 24
The following entity definition (0x26) is used in Halfway up the East Wall.
A130 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A131 | DEFB %01101110 | INK 6 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 011 (bits 5-7)
A132 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A133 | DEFB $60 | Pixel y-coordinate: 48
A134 | DEFB $00 | Unused
A135 | DEFB $AE | Page containing the sprite graphic data: 0xAE
A136 | DEFB $02 | Minimum x-coordinate: 2
A137 | DEFB $07 | Maximum x-coordinate: 7
The following entity definition (0x27) is used in Cuckoo's Nest and Under the Roof.
A138 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A139 | DEFB %01100101 | INK 5 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A13A | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A13B | DEFB $80 | Pixel y-coordinate: 64
A13C | DEFB $00 | Unused
A13D | DEFB $AF | Page containing the sprite graphic data: 0xAF
A13E | DEFB $0C | Minimum x-coordinate: 12
A13F | DEFB $12 | Maximum x-coordinate: 18
The following entity definition (0x28) is used in Ballroom East, Ballroom West and Tree Root.
A140 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A141 | DEFB %01000101 | INK 5 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 010 (bits 5-7)
A142 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A143 | DEFB $70 | Initial pixel y-coordinate: 56
A144 | DEFB $04 | Initial pixel y-coordinate increment: 2 (moving down)
A145 | DEFB $BA | Page containing the sprite graphic data: 0xBA
A146 | DEFB $60 | Minimum pixel y-coordinate: 48
A147 | DEFB $C0 | Maximum pixel y-coordinate: 96
The following entity definition (0x29) is used in Ballroom East.
A148 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A149 | DEFB %01100110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A14A | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A14B | DEFB $96 | Initial pixel y-coordinate: 75
A14C | DEFB $02 | Initial pixel y-coordinate increment: 1 (moving down)
A14D | DEFB $BA | Page containing the sprite graphic data: 0xBA
A14E | DEFB $90 | Minimum pixel y-coordinate: 72
A14F | DEFB $C0 | Maximum pixel y-coordinate: 96
The following entity definition (0x2A) is used in Under the MegaTree, Ballroom East and Ballroom West.
A150 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A151 | DEFB %01001011 | INK 3 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 010 (bits 5-7)
A152 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A153 | DEFB $90 | Initial pixel y-coordinate: 72
A154 | DEFB $FA | Initial pixel y-coordinate increment: -3 (moving up)
A155 | DEFB $BA | Page containing the sprite graphic data: 0xBA
A156 | DEFB $60 | Minimum pixel y-coordinate: 48
A157 | DEFB $AE | Maximum pixel y-coordinate: 87
The following entity definition (0x2B) is not used.
A158 | DEFB %00000010 | Vertical guardian (bits 0-2), animation frame updated on every second pass (bit 4), initial animation frame 0 (bits 5 and 6)
A159 | DEFB %01001010 | INK 2 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 010 (bits 5-7)
A15A | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A15B | DEFB $B0 | Initial pixel y-coordinate: 88
A15C | DEFB $04 | Initial pixel y-coordinate increment: 2 (moving down)
A15D | DEFB $BA | Page containing the sprite graphic data: 0xBA
A15E | DEFB $90 | Minimum pixel y-coordinate: 72
A15F | DEFB $B8 | Maximum pixel y-coordinate: 92
The following entity definition (0x2C) is used in The Off Licence and Inside the MegaTrunk.
A160 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A161 | DEFB %01001010 | INK 2 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 010 (bits 5-7)
A162 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A163 | DEFB $40 | Initial pixel y-coordinate: 32
A164 | DEFB $04 | Initial pixel y-coordinate increment: 2 (moving down)
A165 | DEFB $BA | Page containing the sprite graphic data: 0xBA
A166 | DEFB $00 | Minimum pixel y-coordinate: 0
A167 | DEFB $D0 | Maximum pixel y-coordinate: 104
The following entity definition (0x2D) is used in Out on a limb and East Wall Base.
A168 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A169 | DEFB %01000101 | INK 5 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 010 (bits 5-7)
A16A | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A16B | DEFB $B0 | Initial pixel y-coordinate: 88
A16C | DEFB $08 | Initial pixel y-coordinate increment: 4 (moving down)
A16D | DEFB $BA | Page containing the sprite graphic data: 0xBA
A16E | DEFB $00 | Minimum pixel y-coordinate: 0
A16F | DEFB $D0 | Maximum pixel y-coordinate: 104
The following entity definition (0x2E) is used in Tree Top.
A170 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A171 | DEFB %01100110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A172 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A173 | DEFB $A0 | Pixel y-coordinate: 80
A174 | DEFB $00 | Unused
A175 | DEFB $BB | Page containing the sprite graphic data: 0xBB
A176 | DEFB $00 | Minimum x-coordinate: 0
A177 | DEFB $13 | Maximum x-coordinate: 19
The following entity definition (0x2F) is used in Inside the MegaTrunk.
A178 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A179 | DEFB %01101110 | INK 6 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 011 (bits 5-7)
A17A | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A17B | DEFB $30 | Pixel y-coordinate: 24
A17C | DEFB $00 | Unused
A17D | DEFB $BB | Page containing the sprite graphic data: 0xBB
A17E | DEFB $11 | Minimum x-coordinate: 17
A17F | DEFB $1E | Maximum x-coordinate: 30
The following entity definition (0x30) is used in The Kitchen and West of Kitchen.
A180 | DEFB %00000010 | Vertical guardian (bits 0-2), animation frame updated on every second pass (bit 4), initial animation frame 0 (bits 5 and 6)
A181 | DEFB %00101011 | INK 3 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 001 (bits 5-7)
A182 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A183 | DEFB $40 | Initial pixel y-coordinate: 32
A184 | DEFB $06 | Initial pixel y-coordinate increment: 3 (moving down)
A185 | DEFB $B7 | Page containing the sprite graphic data: 0xB7
A186 | DEFB $10 | Minimum pixel y-coordinate: 8
A187 | DEFB $D0 | Maximum pixel y-coordinate: 104
The following entity definition (0x31) is used in The Kitchen and West of Kitchen.
A188 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A189 | DEFB %00100110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 001 (bits 5-7)
A18A | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A18B | DEFB $C0 | Initial pixel y-coordinate: 96
A18C | DEFB $04 | Initial pixel y-coordinate increment: 2 (moving down)
A18D | DEFB $B7 | Page containing the sprite graphic data: 0xB7
A18E | DEFB $00 | Minimum pixel y-coordinate: 0
A18F | DEFB $D0 | Maximum pixel y-coordinate: 104
The following entity definition (0x32) is used in The Kitchen and West of Kitchen.
A190 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A191 | DEFB %00100100 | INK 4 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 001 (bits 5-7)
A192 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A193 | DEFB $80 | Initial pixel y-coordinate: 64
A194 | DEFB $F8 | Initial pixel y-coordinate increment: -4 (moving up)
A195 | DEFB $B7 | Page containing the sprite graphic data: 0xB7
A196 | DEFB $00 | Minimum pixel y-coordinate: 0
A197 | DEFB $D0 | Maximum pixel y-coordinate: 104
The following entity definition (0x33) is used in West Bedroom and Above the West Bedroom.
A198 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A199 | DEFB %00101010 | INK 2 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 001 (bits 5-7)
A19A | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A19B | DEFB $30 | Initial pixel y-coordinate: 24
A19C | DEFB $02 | Initial pixel y-coordinate increment: 1 (moving down)
A19D | DEFB $B7 | Page containing the sprite graphic data: 0xB7
A19E | DEFB $00 | Minimum pixel y-coordinate: 0
A19F | DEFB $A0 | Maximum pixel y-coordinate: 80
The following entity definition (0x34) is used in The Wine Cellar, Tool Shed and West Wing Roof.
A1A0 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A1A1 | DEFB %11100011 | INK 3 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A1A2 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A1A3 | DEFB $D0 | Pixel y-coordinate: 104
A1A4 | DEFB $00 | Unused
A1A5 | DEFB $B5 | Page containing the sprite graphic data: 0xB5
A1A6 | DEFB $07 | Minimum x-coordinate: 7
A1A7 | DEFB $16 | Maximum x-coordinate: 22
The following entity definition (0x35) is used in At the Foot of the MegaTree and The Yacht.
A1A8 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A1A9 | DEFB %11101011 | INK 3 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 111 (bits 5-7)
A1AA | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A1AB | DEFB $D0 | Pixel y-coordinate: 104
A1AC | DEFB $00 | Unused
A1AD | DEFB $B5 | Page containing the sprite graphic data: 0xB5
A1AE | DEFB $04 | Minimum x-coordinate: 4
A1AF | DEFB $0E | Maximum x-coordinate: 14
The following entity definition (0x36) is used in Cold Store.
A1B0 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A1B1 | DEFB %11100110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A1B2 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A1B3 | DEFB $D0 | Pixel y-coordinate: 104
A1B4 | DEFB $00 | Unused
A1B5 | DEFB $BD | Page containing the sprite graphic data: 0xBD
A1B6 | DEFB $00 | Minimum x-coordinate: 0
A1B7 | DEFB $18 | Maximum x-coordinate: 24
The following entity definition (0x37) is used in Cold Store and Under the Roof.
A1B8 | DEFB %10000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving left to right (bit 7)
A1B9 | DEFB %01100111 | INK 7 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A1BA | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A1BB | DEFB $90 | Pixel y-coordinate: 72
A1BC | DEFB $00 | Unused
A1BD | DEFB $BB | Page containing the sprite graphic data: 0xBB
A1BE | DEFB $00 | Minimum x-coordinate: 0
A1BF | DEFB $05 | Maximum x-coordinate: 5
The following entity definition (0x38) is used in Cold Store.
A1C0 | DEFB %10000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving left to right (bit 7)
A1C1 | DEFB %11100100 | INK 4 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A1C2 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A1C3 | DEFB $60 | Pixel y-coordinate: 48
A1C4 | DEFB $00 | Unused
A1C5 | DEFB $BD | Page containing the sprite graphic data: 0xBD
A1C6 | DEFB $00 | Minimum x-coordinate: 0
A1C7 | DEFB $06 | Maximum x-coordinate: 6
The following entity definition (0x39) is used in Cold Store.
A1C8 | DEFB %10000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving left to right (bit 7)
A1C9 | DEFB %01100011 | INK 3 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A1CA | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A1CB | DEFB $30 | Pixel y-coordinate: 24
A1CC | DEFB $00 | Unused
A1CD | DEFB $BB | Page containing the sprite graphic data: 0xBB
A1CE | DEFB $00 | Minimum x-coordinate: 0
A1CF | DEFB $09 | Maximum x-coordinate: 9
The following entity definition (0x3A) is used in Top Landing.
A1D0 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A1D1 | DEFB %01100111 | INK 7 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A1D2 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A1D3 | DEFB $40 | Initial pixel y-coordinate: 32
A1D4 | DEFB $04 | Initial pixel y-coordinate increment: 2 (moving down)
A1D5 | DEFB $AD | Page containing the sprite graphic data: 0xAD
A1D6 | DEFB $20 | Minimum pixel y-coordinate: 16
A1D7 | DEFB $D0 | Maximum pixel y-coordinate: 104
The following entity definition (0x3B) is used in The Bathroom.
A1D8 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A1D9 | DEFB %01100100 | INK 4 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A1DA | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A1DB | DEFB $30 | Pixel y-coordinate: 24
A1DC | DEFB $00 | Unused
A1DD | DEFB $B9 | Page containing the sprite graphic data: 0xB9
A1DE | DEFB $00 | Minimum x-coordinate: 0
A1DF | DEFB $1B | Maximum x-coordinate: 27
The following entity definition (0x3C) is used in Cuckoo's Nest, On a Branch Over the Drive, The Hall, I'm sure I've seen this before.., We must perform a Quirkafleeg, Orangery, The Attic, Under the Roof, West Wing Roof and The Beach.
A1E0 | DEFB %10000100 | Arrow (bits 0-2), flying left to right (bit 7)
A1E1 | DEFB $06 | Unused
A1E2 | DEFB $00 | Replaced by the y-coordinate (copied from the second byte of the entity specification in the room definition)
A1E3 | DEFB $00 | Unused
A1E4 | DEFB $D0 | Initial x-coordinate: 208
A1E5 | DEFB $00 | Unused
A1E6 | DEFB %10000010 | Top/bottom pixel row (drawn either side of the shaft)
A1E7 | DEFB $00 | Unused
The following entity definition (0x3D) is used in On a Branch Over the Drive and Conservatory Roof.
A1E8 | DEFB %10000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving left to right (bit 7)
A1E9 | DEFB %01100110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A1EA | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A1EB | DEFB $50 | Pixel y-coordinate: 40
A1EC | DEFB $00 | Unused
A1ED | DEFB $AD | Page containing the sprite graphic data: 0xAD
A1EE | DEFB $10 | Minimum x-coordinate: 16
A1EF | DEFB $1E | Maximum x-coordinate: 30
The following entity definition (0x3E) is used in On a Branch Over the Drive.
A1F0 | DEFB %00000010 | Vertical guardian (bits 0-2), animation frame updated on every second pass (bit 4), initial animation frame 0 (bits 5 and 6)
A1F1 | DEFB %01100101 | INK 5 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A1F2 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A1F3 | DEFB $60 | Initial pixel y-coordinate: 48
A1F4 | DEFB $02 | Initial pixel y-coordinate increment: 1 (moving down)
A1F5 | DEFB $B9 | Page containing the sprite graphic data: 0xB9
A1F6 | DEFB $00 | Minimum pixel y-coordinate: 0
A1F7 | DEFB $70 | Maximum pixel y-coordinate: 56
The following entity definition (0x3F) is not used.
A1F8 | DEFB $FF,$00,$00,$00,$00,$00,$00,$00 |
The following entity definition (0x40) is used in The Wine Cellar.
A200 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A201 | DEFB %11100011 | INK 3 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A202 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A203 | DEFB $30 | Pixel y-coordinate: 24
A204 | DEFB $00 | Unused
A205 | DEFB $B4 | Page containing the sprite graphic data: 0xB4
A206 | DEFB $00 | Minimum x-coordinate: 0
A207 | DEFB $1B | Maximum x-coordinate: 27
The following entity definition (0x41) is used in The Wine Cellar.
A208 | DEFB %10000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving left to right (bit 7)
A209 | DEFB %11100110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A20A | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A20B | DEFB $60 | Pixel y-coordinate: 48
A20C | DEFB $00 | Unused
A20D | DEFB $B4 | Page containing the sprite graphic data: 0xB4
A20E | DEFB $04 | Minimum x-coordinate: 4
A20F | DEFB $1B | Maximum x-coordinate: 27
The following entity definition (0x42) is used in The Wine Cellar.
A210 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A211 | DEFB %11100100 | INK 4 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A212 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A213 | DEFB $90 | Pixel y-coordinate: 72
A214 | DEFB $00 | Unused
A215 | DEFB $B4 | Page containing the sprite graphic data: 0xB4
A216 | DEFB $02 | Minimum x-coordinate: 2
A217 | DEFB $1B | Maximum x-coordinate: 27
The following entity definition (0x43) is used in First Landing.
A218 | DEFB %10000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving left to right (bit 7)
A219 | DEFB %11100110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A21A | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A21B | DEFB $C0 | Pixel y-coordinate: 96
A21C | DEFB $00 | Unused
A21D | DEFB $B4 | Page containing the sprite graphic data: 0xB4
A21E | DEFB $18 | Minimum x-coordinate: 24
A21F | DEFB $1E | Maximum x-coordinate: 30
The following entity definition (0x44) is used in Under the Drive.
A220 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A221 | DEFB %11100011 | INK 3 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A222 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A223 | DEFB $80 | Pixel y-coordinate: 64
A224 | DEFB $00 | Unused
A225 | DEFB $AE | Page containing the sprite graphic data: 0xAE
A226 | DEFB $15 | Minimum x-coordinate: 21
A227 | DEFB $1E | Maximum x-coordinate: 30
The following entity definition (0x45) is used in The Hall, Tree Top, I'm sure I've seen this before.., Up on the Battlements, A bit of tree and The Attic.
A228 | DEFB %00000100 | Arrow (bits 0-2), flying right to left (bit 7)
A229 | DEFB $06 | Unused
A22A | DEFB $00 | Replaced by the y-coordinate (copied from the second byte of the entity specification in the room definition)
A22B | DEFB $00 | Unused
A22C | DEFB $1C | Initial x-coordinate: 28
A22D | DEFB $00 | Unused
A22E | DEFB %01000001 | Top/bottom pixel row (drawn either side of the shaft)
A22F | DEFB $00 | Unused
The following entity definition (0x46) is used in The Nightmare Room.
A230 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A231 | DEFB %01100101 | INK 5 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A232 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A233 | DEFB $40 | Initial pixel y-coordinate: 32
A234 | DEFB $FC | Initial pixel y-coordinate increment: -2 (moving up)
A235 | DEFB $9C | Page containing the sprite graphic data: 0x9C
A236 | DEFB $00 | Minimum pixel y-coordinate: 0
A237 | DEFB $A0 | Maximum pixel y-coordinate: 80
The following entity definition (0x47) is used in The Nightmare Room.
A238 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A239 | DEFB %00100011 | INK 3 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 001 (bits 5-7)
A23A | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A23B | DEFB $20 | Initial pixel y-coordinate: 16
A23C | DEFB $02 | Initial pixel y-coordinate increment: 1 (moving down)
A23D | DEFB $9C | Page containing the sprite graphic data: 0x9C
A23E | DEFB $00 | Minimum pixel y-coordinate: 0
A23F | DEFB $D0 | Maximum pixel y-coordinate: 104
The following entity definition (0x48) is used in The Nightmare Room.
A240 | DEFB %00010010 | Vertical guardian (bits 0-2), initial animation frame 0 (bits 5 and 6)
A241 | DEFB %00000110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 000 (bits 5-7)
A242 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A243 | DEFB $90 | Initial pixel y-coordinate: 72
A244 | DEFB $06 | Initial pixel y-coordinate increment: 3 (moving down)
A245 | DEFB $9C | Page containing the sprite graphic data: 0x9C (foot, Maria)
A246 | DEFB $00 | Minimum pixel y-coordinate: 0
A247 | DEFB $C0 | Maximum pixel y-coordinate: 96
The following entity definition (0x49) is used in The Nightmare Room.
A248 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A249 | DEFB %01101010 | INK 2 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 011 (bits 5-7)
A24A | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A24B | DEFB $80 | Initial pixel y-coordinate: 64
A24C | DEFB $F8 | Initial pixel y-coordinate increment: -4 (moving up)
A24D | DEFB $9C | Page containing the sprite graphic data: 0x9C
A24E | DEFB $10 | Minimum pixel y-coordinate: 8
A24F | DEFB $D0 | Maximum pixel y-coordinate: 104
The following entity definition (0x4A) is used in The Forgotten Abbey.
A250 | DEFB %10000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving left to right (bit 7)
A251 | DEFB %11100100 | INK 4 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A252 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A253 | DEFB $50 | Pixel y-coordinate: 40
A254 | DEFB $00 | Unused
A255 | DEFB $B4 | Page containing the sprite graphic data: 0xB4
A256 | DEFB $04 | Minimum x-coordinate: 4
A257 | DEFB $14 | Maximum x-coordinate: 20
The following entity definition (0x4B) is used in The Forgotten Abbey.
A258 | DEFB %10000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving left to right (bit 7)
A259 | DEFB %11100110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A25A | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A25B | DEFB $50 | Pixel y-coordinate: 40
A25C | DEFB $00 | Unused
A25D | DEFB $B4 | Page containing the sprite graphic data: 0xB4
A25E | DEFB $0C | Minimum x-coordinate: 12
A25F | DEFB $1C | Maximum x-coordinate: 28
The following entity definition (0x4C) is used in The Forgotten Abbey.
A260 | DEFB %00100001 | Horizontal guardian (bits 0-2), initial animation frame 1 (bits 5 and 6), initially moving right to left (bit 7)
A261 | DEFB %11101010 | INK 2 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 111 (bits 5-7)
A262 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A263 | DEFB $90 | Pixel y-coordinate: 72
A264 | DEFB $00 | Unused
A265 | DEFB $B4 | Page containing the sprite graphic data: 0xB4
A266 | DEFB $09 | Minimum x-coordinate: 9
A267 | DEFB $14 | Maximum x-coordinate: 20
The following entity definition (0x4D) is used in The Forgotten Abbey.
A268 | DEFB %10000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving left to right (bit 7)
A269 | DEFB %11100111 | INK 7 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A26A | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A26B | DEFB $90 | Pixel y-coordinate: 72
A26C | DEFB $00 | Unused
A26D | DEFB $B4 | Page containing the sprite graphic data: 0xB4
A26E | DEFB $16 | Minimum x-coordinate: 22
A26F | DEFB $1B | Maximum x-coordinate: 27
The following entity definition (0x4E) is used in The Forgotten Abbey and Swimming Pool.
A270 | DEFB %00100001 | Horizontal guardian (bits 0-2), initial animation frame 1 (bits 5 and 6), initially moving right to left (bit 7)
A271 | DEFB %11100110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A272 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A273 | DEFB $D0 | Pixel y-coordinate: 104
A274 | DEFB $00 | Unused
A275 | DEFB $B4 | Page containing the sprite graphic data: 0xB4
A276 | DEFB $05 | Minimum x-coordinate: 5
A277 | DEFB $0C | Maximum x-coordinate: 12
The following entity definition (0x4F) is used in The Forgotten Abbey.
A278 | DEFB %01000001 | Horizontal guardian (bits 0-2), initial animation frame 2 (bits 5 and 6), initially moving right to left (bit 7)
A279 | DEFB %11101001 | INK 1 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 111 (bits 5-7)
A27A | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A27B | DEFB $D0 | Pixel y-coordinate: 104
A27C | DEFB $00 | Unused
A27D | DEFB $B4 | Page containing the sprite graphic data: 0xB4
A27E | DEFB $0B | Minimum x-coordinate: 11
A27F | DEFB $12 | Maximum x-coordinate: 18
The following entity definition (0x50) is used in The Forgotten Abbey.
A280 | DEFB %01100001 | Horizontal guardian (bits 0-2), initial animation frame 3 (bits 5 and 6), initially moving right to left (bit 7)
A281 | DEFB %11100100 | INK 4 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A282 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A283 | DEFB $D0 | Pixel y-coordinate: 104
A284 | DEFB $00 | Unused
A285 | DEFB $B4 | Page containing the sprite graphic data: 0xB4
A286 | DEFB $10 | Minimum x-coordinate: 16
A287 | DEFB $17 | Maximum x-coordinate: 23
The following entity definition (0x51) is used in The Forgotten Abbey.
A288 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A289 | DEFB %11100010 | INK 2 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A28A | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A28B | DEFB $D0 | Pixel y-coordinate: 104
A28C | DEFB $00 | Unused
A28D | DEFB $B4 | Page containing the sprite graphic data: 0xB4
A28E | DEFB $17 | Minimum x-coordinate: 23
A28F | DEFB $1E | Maximum x-coordinate: 30
The following entity definition (0x52) is used in The Attic.
A290 | DEFB %00000010 | Vertical guardian (bits 0-2), animation frame updated on every second pass (bit 4), initial animation frame 0 (bits 5 and 6)
A291 | DEFB %00100011 | INK 3 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 001 (bits 5-7)
A292 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A293 | DEFB $84 | Initial pixel y-coordinate: 66
A294 | DEFB $04 | Initial pixel y-coordinate increment: 2 (moving down)
A295 | DEFB $B0 | Page containing the sprite graphic data: 0xB0
A296 | DEFB $70 | Minimum pixel y-coordinate: 56
A297 | DEFB $B0 | Maximum pixel y-coordinate: 88
The following entity definition (0x53) is used in The Attic.
A298 | DEFB %00000010 | Vertical guardian (bits 0-2), animation frame updated on every second pass (bit 4), initial animation frame 0 (bits 5 and 6)
A299 | DEFB %00100110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 001 (bits 5-7)
A29A | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A29B | DEFB $8C | Initial pixel y-coordinate: 70
A29C | DEFB $04 | Initial pixel y-coordinate increment: 2 (moving down)
A29D | DEFB $B0 | Page containing the sprite graphic data: 0xB0
A29E | DEFB $70 | Minimum pixel y-coordinate: 56
A29F | DEFB $B0 | Maximum pixel y-coordinate: 88
The following entity definition (0x54) is used in The Attic.
A2A0 | DEFB %00000010 | Vertical guardian (bits 0-2), animation frame updated on every second pass (bit 4), initial animation frame 0 (bits 5 and 6)
A2A1 | DEFB %00101001 | INK 1 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 001 (bits 5-7)
A2A2 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A2A3 | DEFB $94 | Initial pixel y-coordinate: 74
A2A4 | DEFB $04 | Initial pixel y-coordinate increment: 2 (moving down)
A2A5 | DEFB $B0 | Page containing the sprite graphic data: 0xB0
A2A6 | DEFB $70 | Minimum pixel y-coordinate: 56
A2A7 | DEFB $B0 | Maximum pixel y-coordinate: 88
The following entity definition (0x55) is used in The Attic.
A2A8 | DEFB %00000010 | Vertical guardian (bits 0-2), animation frame updated on every second pass (bit 4), initial animation frame 0 (bits 5 and 6)
A2A9 | DEFB %00100100 | INK 4 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 001 (bits 5-7)
A2AA | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A2AB | DEFB $9C | Initial pixel y-coordinate: 78
A2AC | DEFB $04 | Initial pixel y-coordinate increment: 2 (moving down)
A2AD | DEFB $B0 | Page containing the sprite graphic data: 0xB0
A2AE | DEFB $70 | Minimum pixel y-coordinate: 56
A2AF | DEFB $B0 | Maximum pixel y-coordinate: 88
The following entity definition (0x56) is used in The Attic.
A2B0 | DEFB %00000010 | Vertical guardian (bits 0-2), animation frame updated on every second pass (bit 4), initial animation frame 0 (bits 5 and 6)
A2B1 | DEFB %00100010 | INK 2 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 001 (bits 5-7)
A2B2 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A2B3 | DEFB $A4 | Initial pixel y-coordinate: 82
A2B4 | DEFB $04 | Initial pixel y-coordinate increment: 2 (moving down)
A2B5 | DEFB $B0 | Page containing the sprite graphic data: 0xB0
A2B6 | DEFB $70 | Minimum pixel y-coordinate: 56
A2B7 | DEFB $B0 | Maximum pixel y-coordinate: 88
The following entity definition (0x57) is used in The Attic.
A2B8 | DEFB %00000010 | Vertical guardian (bits 0-2), animation frame updated on every second pass (bit 4), initial animation frame 0 (bits 5 and 6)
A2B9 | DEFB %00100101 | INK 5 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 001 (bits 5-7)
A2BA | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A2BB | DEFB $AC | Initial pixel y-coordinate: 86
A2BC | DEFB $04 | Initial pixel y-coordinate increment: 2 (moving down)
A2BD | DEFB $B0 | Page containing the sprite graphic data: 0xB0
A2BE | DEFB $70 | Minimum pixel y-coordinate: 56
A2BF | DEFB $B0 | Maximum pixel y-coordinate: 88
The following entity definition (0x58) is used in Out on a limb and The Banyan Tree.
A2C0 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A2C1 | DEFB %11100110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A2C2 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A2C3 | DEFB $A0 | Pixel y-coordinate: 80
A2C4 | DEFB $00 | Unused
A2C5 | DEFB $B5 | Page containing the sprite graphic data: 0xB5
A2C6 | DEFB $13 | Minimum x-coordinate: 19
A2C7 | DEFB $1E | Maximum x-coordinate: 30
The following entity definition (0x59) is used in The Hall and West Wing.
A2C8 | DEFB %00000010 | Vertical guardian (bits 0-2), animation frame updated on every second pass (bit 4), initial animation frame 0 (bits 5 and 6)
A2C9 | DEFB %00100110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 001 (bits 5-7)
A2CA | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A2CB | DEFB $60 | Initial pixel y-coordinate: 48
A2CC | DEFB $00 | Initial pixel y-coordinate increment: 0 (not moving)
A2CD | DEFB $B0 | Page containing the sprite graphic data: 0xB0
A2CE | DEFB $50 | Minimum pixel y-coordinate: 40
A2CF | DEFB $70 | Maximum pixel y-coordinate: 56
The following entity definition (0x5A) is used in To the Kitchens Main Stairway.
A2D0 | DEFB %10000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving left to right (bit 7)
A2D1 | DEFB %01100011 | INK 3 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A2D2 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A2D3 | DEFB $30 | Pixel y-coordinate: 24
A2D4 | DEFB $00 | Unused
A2D5 | DEFB $AE | Page containing the sprite graphic data: 0xAE
A2D6 | DEFB $00 | Minimum x-coordinate: 0
A2D7 | DEFB $0B | Maximum x-coordinate: 11
The following entity definition (0x5B) is used in To the Kitchens Main Stairway.
A2D8 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A2D9 | DEFB %01100110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A2DA | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A2DB | DEFB $30 | Pixel y-coordinate: 24
A2DC | DEFB $00 | Unused
A2DD | DEFB $BE | Page containing the sprite graphic data: 0xBE
A2DE | DEFB $0D | Minimum x-coordinate: 13
A2DF | DEFB $15 | Maximum x-coordinate: 21
The following entity definition (0x5C) is used in To the Kitchens Main Stairway and Back Stairway.
A2E0 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A2E1 | DEFB %01100111 | INK 7 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A2E2 | DEFB $01 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A2E3 | DEFB $60 | Pixel y-coordinate: 48
A2E4 | DEFB $00 | Unused
A2E5 | DEFB $B7 | Page containing the sprite graphic data: 0xB7
A2E6 | DEFB $0C | Minimum x-coordinate: 12
A2E7 | DEFB $18 | Maximum x-coordinate: 24
The following entity definition (0x5D) is used in To the Kitchens Main Stairway.
A2E8 | DEFB %10000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving left to right (bit 7)
A2E9 | DEFB %01100010 | INK 2 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A2EA | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A2EB | DEFB $90 | Pixel y-coordinate: 72
A2EC | DEFB $00 | Unused
A2ED | DEFB $B9 | Page containing the sprite graphic data: 0xB9
A2EE | DEFB $02 | Minimum x-coordinate: 2
A2EF | DEFB $06 | Maximum x-coordinate: 6
The following entity definition (0x5E) is used in To the Kitchens Main Stairway.
A2F0 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A2F1 | DEFB %11100100 | INK 4 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A2F2 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A2F3 | DEFB $C0 | Pixel y-coordinate: 96
A2F4 | DEFB $00 | Unused
A2F5 | DEFB $AF | Page containing the sprite graphic data: 0xAF
A2F6 | DEFB $00 | Minimum x-coordinate: 0
A2F7 | DEFB $1E | Maximum x-coordinate: 30
The following entity definition (0x5F) is used in The Hall and To the Kitchens Main Stairway.
A2F8 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A2F9 | DEFB %11100110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A2FA | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A2FB | DEFB $A0 | Pixel y-coordinate: 80
A2FC | DEFB $00 | Unused
A2FD | DEFB $BC | Page containing the sprite graphic data: 0xBC
A2FE | DEFB $09 | Minimum x-coordinate: 9
A2FF | DEFB $11 | Maximum x-coordinate: 17
The following entity definition (0x60) is used in East Wall Base.
A300 | DEFB %00000010 | Vertical guardian (bits 0-2), animation frame updated on every second pass (bit 4), initial animation frame 0 (bits 5 and 6)
A301 | DEFB %01101010 | INK 2 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 011 (bits 5-7)
A302 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A303 | DEFB $90 | Initial pixel y-coordinate: 72
A304 | DEFB $FC | Initial pixel y-coordinate increment: -2 (moving up)
A305 | DEFB $AC | Page containing the sprite graphic data: 0xAC
A306 | DEFB $00 | Minimum pixel y-coordinate: 0
A307 | DEFB $C0 | Maximum pixel y-coordinate: 96
The following entity definition (0x61) is used in Orangery and West Wing.
A308 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A309 | DEFB %01100101 | INK 5 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A30A | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A30B | DEFB $40 | Initial pixel y-coordinate: 32
A30C | DEFB $08 | Initial pixel y-coordinate increment: 4 (moving down)
A30D | DEFB $AC | Page containing the sprite graphic data: 0xAC
A30E | DEFB $00 | Minimum pixel y-coordinate: 0
A30F | DEFB $C0 | Maximum pixel y-coordinate: 96
The following entity definition (0x62) is used in Tool Shed.
A310 | DEFB %10000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving left to right (bit 7)
A311 | DEFB %01100110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A312 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A313 | DEFB $90 | Pixel y-coordinate: 72
A314 | DEFB $00 | Unused
A315 | DEFB $AF | Page containing the sprite graphic data: 0xAF
A316 | DEFB $07 | Minimum x-coordinate: 7
A317 | DEFB $14 | Maximum x-coordinate: 20
The following entity definition (0x63) is used in Tool Shed.
A318 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A319 | DEFB %01100100 | INK 4 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A31A | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A31B | DEFB $60 | Pixel y-coordinate: 48
A31C | DEFB $00 | Unused
A31D | DEFB $AD | Page containing the sprite graphic data: 0xAD
A31E | DEFB $07 | Minimum x-coordinate: 7
A31F | DEFB $11 | Maximum x-coordinate: 17
The following entity definition (0x64) is used in The Chapel and The Banyan Tree.
A320 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A321 | DEFB %01100100 | INK 4 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A322 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A323 | DEFB $80 | Initial pixel y-coordinate: 64
A324 | DEFB $FE | Initial pixel y-coordinate increment: -1 (moving up)
A325 | DEFB $AC | Page containing the sprite graphic data: 0xAC
A326 | DEFB $70 | Minimum pixel y-coordinate: 56
A327 | DEFB $A0 | Maximum pixel y-coordinate: 80
The following entity definition (0x65) is used in The Banyan Tree and A bit of tree.
A328 | DEFB %00000010 | Vertical guardian (bits 0-2), animation frame updated on every second pass (bit 4), initial animation frame 0 (bits 5 and 6)
A329 | DEFB %01101011 | INK 3 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 011 (bits 5-7)
A32A | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A32B | DEFB $60 | Initial pixel y-coordinate: 48
A32C | DEFB $04 | Initial pixel y-coordinate increment: 2 (moving down)
A32D | DEFB $AB | Page containing the sprite graphic data: 0xAB
A32E | DEFB $50 | Minimum pixel y-coordinate: 40
A32F | DEFB $A0 | Maximum pixel y-coordinate: 80
The following entity definition (0x66) is used in The Chapel and The Banyan Tree.
A330 | DEFB %00010010 | Vertical guardian (bits 0-2), animation frame updated on every pass (bit 4), initial animation frame 0 (bits 5 and 6)
A331 | DEFB %01100101 | INK 5 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A332 | DEFB $00 | Replaced by the base sprite index and x-coordinate (copied from the second byte of the entity specification in the room definition)
A333 | DEFB $98 | Initial pixel y-coordinate: 76
A334 | DEFB $02 | Initial pixel y-coordinate increment: 1 (moving down)
A335 | DEFB $AB | Page containing the sprite graphic data: 0xAB
A336 | DEFB $50 | Minimum pixel y-coordinate: 40
A337 | DEFB $A0 | Maximum pixel y-coordinate: 80
The following entity definition (0x67) is used in The Chapel.
A338 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A339 | DEFB %01100011 | INK 3 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A33A | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A33B | DEFB $C0 | Pixel y-coordinate: 96
A33C | DEFB $00 | Unused
A33D | DEFB $B4 | Page containing the sprite graphic data: 0xB4
A33E | DEFB $00 | Minimum x-coordinate: 0
A33F | DEFB $0F | Maximum x-coordinate: 15
The following entity definition (0x68) is used in A bit of tree and Nomen Luni.
A340 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A341 | DEFB %11100110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A342 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A343 | DEFB $20 | Pixel y-coordinate: 16
A344 | DEFB $00 | Unused
A345 | DEFB $BC | Page containing the sprite graphic data: 0xBC
A346 | DEFB $00 | Minimum x-coordinate: 0
A347 | DEFB $0A | Maximum x-coordinate: 10
The following entity definition (0x69) is used in The Bow.
A348 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A349 | DEFB %01100110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A34A | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A34B | DEFB $30 | Pixel y-coordinate: 24
A34C | DEFB $00 | Unused
A34D | DEFB $BE | Page containing the sprite graphic data: 0xBE
A34E | DEFB $16 | Minimum x-coordinate: 22
A34F | DEFB $1E | Maximum x-coordinate: 30
The following entity definition (0x6A) is used in Conservatory Roof.
A350 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A351 | DEFB %01101010 | INK 2 (bits 0-2), BRIGHT 1 (bit 3), animation frame mask 011 (bits 5-7)
A352 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A353 | DEFB $B0 | Pixel y-coordinate: 88
A354 | DEFB $00 | Unused
A355 | DEFB $AE | Page containing the sprite graphic data: 0xAE
A356 | DEFB $11 | Minimum x-coordinate: 17
A357 | DEFB $1E | Maximum x-coordinate: 30
The following entity definition (0x6B) is used in Nomen Luni.
A358 | DEFB %10000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving left to right (bit 7)
A359 | DEFB %01100100 | INK 4 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A35A | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A35B | DEFB $30 | Pixel y-coordinate: 24
A35C | DEFB $00 | Unused
A35D | DEFB $BE | Page containing the sprite graphic data: 0xBE
A35E | DEFB $12 | Minimum x-coordinate: 18
A35F | DEFB $16 | Maximum x-coordinate: 22
The following entity definition (0x6C) is used in Watch Tower.
A360 | DEFB %10000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving left to right (bit 7)
A361 | DEFB %01100011 | INK 3 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A362 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A363 | DEFB $90 | Pixel y-coordinate: 72
A364 | DEFB $00 | Unused
A365 | DEFB $BB | Page containing the sprite graphic data: 0xBB
A366 | DEFB $0B | Minimum x-coordinate: 11
A367 | DEFB $12 | Maximum x-coordinate: 18
The following entity definition (0x6D) is used in Watch Tower.
A368 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A369 | DEFB %11100110 | INK 6 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 111 (bits 5-7)
A36A | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A36B | DEFB $70 | Pixel y-coordinate: 56
A36C | DEFB $00 | Unused
A36D | DEFB $BC | Page containing the sprite graphic data: 0xBC
A36E | DEFB $09 | Minimum x-coordinate: 9
A36F | DEFB $1E | Maximum x-coordinate: 30
The following entity definition (0x6E) is used in The Bow.
A370 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A371 | DEFB %01100011 | INK 3 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A372 | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A373 | DEFB $D0 | Pixel y-coordinate: 104
A374 | DEFB $00 | Unused
A375 | DEFB $AE | Page containing the sprite graphic data: 0xAE
A376 | DEFB $11 | Minimum x-coordinate: 17
A377 | DEFB $1E | Maximum x-coordinate: 30
The following entity definition (0x6F) is used in Cuckoo's Nest.
A378 | DEFB %00000001 | Horizontal guardian (bits 0-2), initial animation frame 0 (bits 5 and 6), initially moving right to left (bit 7)
A379 | DEFB %01100011 | INK 3 (bits 0-2), BRIGHT 0 (bit 3), animation frame mask 011 (bits 5-7)
A37A | DEFB $00 | Replaced by the base sprite index and initial x-coordinate (copied from the second byte of the entity specification in the room definition)
A37B | DEFB $B0 | Pixel y-coordinate: 88
A37C | DEFB $00 | Unused
A37D | DEFB $B5 | Page containing the sprite graphic data: 0xB5
A37E | DEFB $00 | Minimum x-coordinate: 0
A37F | DEFB $0B | Maximum x-coordinate: 11
The next 15 entity definitions (0x70-0x7E) are unused.
A380 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 |
A388 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 |
A390 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 |
A398 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 |
A3A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 |
A3A8 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 |
A3B0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 |
A3B8 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 |
A3C0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 |
A3C8 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 |
A3D0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 |
A3D8 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 |
A3E0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 |
A3E8 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 |
A3F0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 |
The following entity definition (0x7F) - whose eighth byte is at A3FF - is copied into one of the entity buffers at 8100 for any entity specification whose first byte is 0x7F or 0xFF; the first byte of the definition (0xFF) serves to terminate the entity buffers.
A3F8 | DEFB $FF,$00,$00,$00,$00,$00,$00 |