| Data

E300: Room 0x23: Master Bedroom (teleport: 1269)

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.
E300 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA | Room layout
E308 | DEFB $A0,$00,$00,$0A,$00,$00,$00,$00
E310 | DEFB $A0,$00,$00,$0A,$00,$00,$00,$00
E318 | DEFB $A0,$00,$00,$0A,$00,$00,$00,$00
E320 | DEFB $A0,$00,$00,$0A,$00,$00,$00,$00
E328 | DEFB $A0,$00,$00,$0A,$00,$00,$00,$00
E330 | DEFB $A0,$00,$00,$0A,$00,$00,$00,$00
E338 | DEFB $A0,$00,$00,$0A,$00,$00,$00,$00
E340 | DEFB $A0,$00,$00,$0A,$00,$00,$00,$00
E348 | DEFB $A0,$00,$00,$0A,$00,$00,$00,$00
E350 | DEFB $A0,$00,$00,$0A,$00,$00,$00,$00
E358 | DEFB $AC,$00,$00,$00,$00,$00,$00,$00
E360 | DEFB $A0,$00,$00,$00,$00,$00,$00,$00
E368 | DEFB $95,$55,$55,$55,$40,$00,$00,$00
E370 | DEFB $AA,$AA,$AA,$AA,$A0,$00,$00,$00
E378 | DEFB $AA,$AA,$AA,$AA,$A9,$55,$55,$55
The next 32 bytes are copied to 8080 and specify the room name.
E380 | DEFM " Master Bedroom " | 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.
E3A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
E3A9 | DEFB $06,$FF,$6B,$B5,$00,$AD,$00,$4A,$00 | Floor
E3B2 | DEFB $33,$00,$51,$FB,$51,$00,$AA,$BF,$AA | Wall
E3BB | DEFB $47,$00,$00,$00,$00,$7C,$FE,$7F,$3E | Nasty
E3C4 | DEFB $07,$C0,$40,$B0,$00,$AC,$00,$53,$00 | Ramp
E3CD | DEFB $29,$55,$55,$55,$55,$51,$5F,$40,$AA | Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
E3D6 | DEFB $01 | Direction (right)
E3D7 | DEFW $5F82 | Location in the attribute buffer at 5E00: (12,2)
E3D9 | DEFB $04 | Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
E3DA | DEFB $00 | Direction (up to the left)
E3DB | DEFW $5FD2 | Location in the attribute buffer at 5E00: (14,18)
E3DD | DEFB $02 | Length
The next byte is copied to 80DE and specifies the border colour.
E3DE | DEFB $01 | Border colour
The next two bytes are copied to 80DF, but are not used.
E3DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
E3E1 | 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.
E3E9 | DEFB $24 | Room to the left (A bit of tree)
E3EA | DEFB $22 | Room to the right (Top Landing)
E3EB | DEFB $29 | Room above (The Attic)
E3EC | DEFB $1D | Room below (The Nightmare Room)
The next three bytes are copied to 80ED, but are not used.
E3ED | 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.
E3F0 | DEFB $FF,$00 | Terminator (A3F8)
E3F2 | DEFB $00,$00 | Nothing (A000)
E3F4 | DEFB $00,$00 | Nothing (A000)
E3F6 | DEFB $00,$00 | Nothing (A000)
E3F8 | DEFB $00,$00 | Nothing (A000)
E3FA | DEFB $00,$00 | Nothing (A000)
E3FC | DEFB $00,$00 | Nothing (A000)
E3FE | DEFB $00,$00 | Nothing (A000)