| Data

E600: Room 0x26: Priests' Hole (teleport: 2369)

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.
E600 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00 | Room layout
E608 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
E610 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
E618 | DEFB $00,$00,$0A,$00,$00,$00,$00,$00
E620 | DEFB $00,$00,$0A,$00,$00,$00,$00,$00
E628 | DEFB $A5,$00,$5A,$00,$00,$00,$00,$00
E630 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
E638 | DEFB $A1,$00,$0A,$00,$00,$00,$00,$00
E640 | DEFB $A0,$00,$4A,$00,$00,$00,$00,$00
E648 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
E650 | DEFB $A1,$00,$00,$00,$00,$00,$00,$00
E658 | DEFB $A0,$00,$00,$00,$00,$00,$00,$00
E660 | DEFB $A0,$00,$5A,$00,$00,$00,$00,$00
E668 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
E670 | DEFB $A0,$40,$0A,$00,$00,$00,$00,$00
E678 | DEFB $A0,$01,$0A,$00,$00,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
E680 | DEFM " Priests' Hole " | 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.
E6A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
E6A9 | DEFB $06,$55,$55,$5D,$D7,$70,$00,$00,$00 | Floor
E6B2 | DEFB $2A,$22,$11,$44,$88,$22,$11,$44,$88 | Wall
E6BB | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Nasty (unused)
E6C4 | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Ramp (unused)
E6CD | 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.
E6D6 | DEFB $00 | Direction (left)
E6D7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
E6D9 | 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.
E6DA | DEFB $00 | Direction (up to the left)
E6DB | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
E6DD | DEFB $00 | Length: 0 (there is no ramp in this room)
The next byte is copied to 80DE and specifies the border colour.
E6DE | DEFB $02 | Border colour
The next two bytes are copied to 80DF, but are not used.
E6DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
E6E1 | DEFB $BF,$BF,$BB,$B1,$BB,$BB,$BF,$BF | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
E6E9 | DEFB $27 | Room to the left (Emergency Generator)
E6EA | DEFB $00 | Room to the right (The Off Licence)
E6EB | DEFB $3C | Room above (The Bow)
E6EC | DEFB $20 | Room below (Halfway up the East Wall)
The next three bytes are copied to 80ED, but are not used.
E6ED | 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.
E6F0 | DEFB $10,$84 | Guardian no. 0x10 (vertical), base sprite 4, x=4 (A080)
E6F2 | DEFB $11,$A6 | Guardian no. 0x11 (vertical), base sprite 5, x=6 (A088)
E6F4 | DEFB $12,$C5 | Guardian no. 0x12 (vertical), base sprite 6, x=5 (A090)
E6F6 | DEFB $25,$16 | Guardian no. 0x25 (horizontal), base sprite 0, initial x=22 (A128)
E6F8 | DEFB $FF,$00 | Terminator (A3F8)
E6FA | DEFB $00,$00 | Nothing (A000)
E6FC | DEFB $00,$00 | Nothing (A000)
E6FE | DEFB $00,$00 | Nothing (A000)