| Data

C200: Room 0x02: Under the MegaTree (teleport: 29)

Used by the routine at 8912.
The first 128 bytes are copied to 8000 and define the room layout. Each bit-pair (bits 7 and 6, 5 and 4, 3 and 2, or 1 and 0 of each byte) determines the type of tile (background, floor, wall or nasty) that will be drawn at the corresponding location.
C200 | DEFB $00,$03,$FF,$CF,$FC,$00,$00,$00 | Room layout
C208 | DEFB $AA,$AA,$AF,$FF,$3F,$00,$00,$00
C210 | DEFB $00,$00,$3F,$D0,$5C,$00,$00,$00
C218 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C220 | DEFB $AA,$80,$00,$00,$00,$00,$00,$00
C228 | DEFB $00,$01,$40,$04,$00,$04,$00,$00
C230 | DEFB $00,$00,$01,$00,$04,$00,$00,$00
C238 | DEFB $AA,$A8,$00,$00,$00,$01,$00,$00
C240 | DEFB $00,$00,$14,$10,$10,$00,$00,$00
C248 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C250 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C258 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C260 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C268 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C270 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C278 | DEFB $55,$55,$55,$55,$55,$55,$55,$55
The next 32 bytes are copied to 8080 and specify the room name.
C280 | DEFM " Under the MegaTree " | Room name
The next 54 bytes are copied to 80A0 and contain the attributes and graphic data for the tiles used to build the room.
C2A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
C2A9 | DEFB $44,$D7,$B3,$75,$6D,$5C,$18,$08,$04 | Floor
C2B2 | DEFB $42,$BD,$AA,$5D,$A2,$F3,$0A,$06,$01 | Wall
C2BB | DEFB $46,$49,$6A,$3B,$3A,$FC,$1E,$6B,$E8 | Nasty
C2C4 | DEFB $FF,$00,$00,$00,$FF,$00,$00,$00,$00 | Ramp (unused)
C2CD | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Conveyor (unused)
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
C2D6 | DEFB $00 | Direction (left)
C2D7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
C2D9 | DEFB $00 | Length: 0 (there is no conveyor in this room)
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
C2DA | DEFB $00 | Direction (up to the left)
C2DB | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
C2DD | DEFB $00 | Length: 0 (there is no ramp in this room)
The next byte is copied to 80DE and specifies the border colour.
C2DE | DEFB $06 | Border colour
The next two bytes are copied to 80DF, but are not used.
C2DF | DEFB $80,$A0 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
C2E1 | DEFB $81,$42,$24,$18,$3C,$18,$3C,$C3 | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
C2E9 | DEFB $03 | Room to the left (At the Foot of the MegaTree)
C2EA | DEFB $01 | Room to the right (The Bridge)
C2EB | DEFB $00 | Room above (The Off Licence)
C2EC | DEFB $00 | Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
C2ED | DEFB $00,$00,$00 | Unused
The next eight pairs of bytes are copied to 80F0 and specify the entities (ropes, arrows, guardians) in this room.
C2F0 | DEFB $20,$10 | Guardian no. 0x20 (horizontal), base sprite 0, initial x=16 (A100)
C2F2 | DEFB $2A,$0E | Guardian no. 0x2A (vertical), base sprite 0, x=14 (A150)
C2F4 | DEFB $1A,$1B | Guardian no. 0x1A (horizontal), base sprite 0, initial x=27 (A0D0)
C2F6 | DEFB $FF,$00 | Terminator (A3F8)
C2F8 | DEFB $00,$00 | Nothing (A000)
C2FA | DEFB $00,$00 | Nothing (A000)
C2FC | DEFB $00,$00 | Nothing (A000)
C2FE | DEFB $00,$00 | Nothing (A000)