| Data

F200: Room 0x32: Watch Tower (teleport: 2569)

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.
F200 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout
F208 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F210 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F218 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F220 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F228 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F230 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F238 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F240 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F248 | DEFB $00,$08,$00,$00,$00,$00,$20,$00
F250 | DEFB $00,$08,$0C,$00,$00,$C0,$E0,$00
F258 | DEFB $00,$0A,$AA,$A0,$1A,$AA,$A0,$00
F260 | DEFB $00,$00,$00,$A0,$0A,$00,$00,$00
F268 | DEFB $00,$00,$00,$A5,$0A,$00,$00,$00
F270 | DEFB $00,$00,$00,$A0,$0A,$00,$00,$00
F278 | DEFB $00,$00,$00,$A0,$5A,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
F280 | DEFM " Watch Tower " | 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.
F2A0 | DEFB $08,$00,$00,$00,$00,$00,$00,$00,$00 | Background
F2A9 | DEFB $06,$FF,$FF,$AA,$55,$AA,$55,$00,$00 | Floor
F2B2 | DEFB $1D,$AA,$55,$55,$AA,$55,$AA,$AA,$55 | Wall
F2BB | DEFB $0C,$46,$89,$89,$36,$48,$83,$84,$68 | Nasty
F2C4 | DEFB $0F,$01,$02,$04,$08,$10,$20,$40,$80 | Ramp
F2CD | DEFB $0D,$F6,$FF,$E7,$00,$00,$00,$00,$00 | Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
F2D6 | DEFB $01 | Direction (right)
F2D7 | DEFW $5E8C | Location in the attribute buffer at 5E00: (4,12)
F2D9 | DEFB $08 | Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
F2DA | DEFB $01 | Direction (up to the right)
F2DB | DEFW $5F07 | Location in the attribute buffer at 5E00: (8,7)
F2DD | DEFB $05 | Length
The next byte is copied to 80DE and specifies the border colour.
F2DE | DEFB $05 | Border colour
The next two bytes are copied to 80DF, but are not used.
F2DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
F2E1 | DEFB $74,$38,$66,$BF,$BF,$9D,$42,$3C | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
F2E9 | DEFB $00 | Room to the left (The Off Licence)
F2EA | DEFB $00 | Room to the right (The Off Licence)
F2EB | DEFB $00 | Room above (The Off Licence)
F2EC | DEFB $10 | Room below (We must perform a Quirkafleeg)
The next three bytes are copied to 80ED, but are not used.
F2ED | 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.
F2F0 | DEFB $6C,$91 | Guardian no. 0x6C (horizontal), base sprite 4, initial x=17 (A360)
F2F2 | DEFB $6D,$0B | Guardian no. 0x6D (horizontal), base sprite 0, initial x=11 (A368)
F2F4 | DEFB $FF,$00 | Terminator (A3F8)
F2F6 | DEFB $00,$00 | Nothing (A000)
F2F8 | DEFB $00,$00 | Nothing (A000)
F2FA | DEFB $00,$00 | Nothing (A000)
F2FC | DEFB $00,$00 | Nothing (A000)
F2FE | DEFB $00,$00 | Nothing (A000)