| Data

C100: Room 0x01: The Bridge (teleport: 19)

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.
C100 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout
C108 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C110 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C118 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C120 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C128 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C130 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C138 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C140 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C148 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C150 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C158 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C160 | DEFB $00,$00,$0A,$00,$2A,$00,$00,$00
C168 | DEFB $00,$00,$2A,$00,$2A,$80,$00,$00
C170 | DEFB $00,$00,$AA,$FF,$EA,$A0,$00,$00
C178 | DEFB $55,$55,$AA,$FF,$EA,$A5,$55,$55
The next 32 bytes are copied to 8080 and specify the room name.
C180 | DEFM " The Bridge " | 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.
C1A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
C1A9 | DEFB $44,$FF,$FF,$FD,$BB,$D6,$72,$60,$40 | Floor
C1B2 | DEFB $46,$22,$77,$22,$88,$22,$77,$22,$88 | Wall
C1BB | DEFB $2F,$03,$84,$48,$30,$03,$84,$48,$30 | Nasty
C1C4 | DEFB $07,$03,$03,$0C,$0D,$32,$37,$C2,$C8 | Ramp
C1CD | DEFB $2C,$01,$40,$04,$46,$4F,$79,$F0,$F9 | Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
C1D6 | DEFB $01 | Direction (right)
C1D7 | DEFW $5FEC | Location in the attribute buffer at 5E00: (15,12)
C1D9 | DEFB $05 | Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
C1DA | DEFB $01 | Direction (up to the right)
C1DB | DEFW $5FC7 | Location in the attribute buffer at 5E00: (14,7)
C1DD | DEFB $03 | Length
The next byte is copied to 80DE and specifies the border colour.
C1DE | DEFB $04 | Border colour
The next two bytes are copied to 80DF, but are not used.
C1DF | DEFB $40,$A0 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
C1E1 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Item graphic (unused)
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
C1E9 | DEFB $02 | Room to the left (Under the MegaTree)
C1EA | DEFB $00 | Room to the right (The Off Licence)
C1EB | DEFB $00 | Room above (The Off Licence)
C1EC | DEFB $00 | Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
C1ED | 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.
C1F0 | DEFB $14,$08 | Guardian no. 0x14 (horizontal), base sprite 0, initial x=8 (A0A0)
C1F2 | DEFB $15,$14 | Guardian no. 0x15 (horizontal), base sprite 0, initial x=20 (A0A8)
C1F4 | DEFB $0E,$8C | Guardian no. 0x0E (vertical), base sprite 4, x=12 (A070)
C1F6 | DEFB $FF,$00 | Terminator (A3F8)
C1F8 | DEFB $00,$00 | Nothing (A000)
C1FA | DEFB $00,$00 | Nothing (A000)
C1FC | DEFB $00,$00 | Nothing (A000)
C1FE | DEFB $00,$00 | Nothing (A000)