| Data

EA00: Room 0x2A: Under the Roof (teleport: 2469)

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.
EA00 | DEFB $00,$00,$00,$FF,$FF,$FF,$FF,$F0 | Room layout
EA08 | DEFB $00,$00,$00,$00,$C3,$FC,$30,$00
EA10 | DEFB $00,$00,$00,$03,$F3,$FC,$FC,$00
EA18 | DEFB $00,$00,$00,$00,$00,$F0,$00,$00
EA20 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EA28 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EA30 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EA38 | DEFB $AA,$55,$00,$00,$00,$00,$00,$00
EA40 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EA48 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EA50 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EA58 | DEFB $00,$00,$00,$A0,$00,$01,$40,$00
EA60 | DEFB $00,$00,$50,$A0,$01,$00,$00,$00
EA68 | DEFB $55,$50,$00,$A0,$40,$00,$00,$00
EA70 | DEFB $54,$00,$01,$A0,$00,$00,$00,$00
EA78 | DEFB $00,$00,$00,$A0,$00,$40,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
EA80 | DEFM " Under the Roof " | 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.
EAA0 | DEFB $08,$00,$00,$00,$00,$00,$00,$00,$00 | Background
EAA9 | DEFB $0C,$B5,$AA,$55,$4A,$25,$42,$01,$02 | Floor
EAB2 | DEFB $1E,$66,$B6,$6D,$BB,$66,$B9,$6D,$B6 | Wall
EABB | DEFB $F5,$66,$AA,$5F,$BC,$63,$AC,$6B,$A4 | Nasty
EAC4 | DEFB $0F,$01,$02,$04,$28,$10,$28,$40,$80 | Ramp
EACD | DEFB $0E,$A5,$AA,$BD,$66,$66,$66,$66,$66 | Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
EAD6 | DEFB $01 | Direction (right)
EAD7 | DEFW $5ECC | Location in the attribute buffer at 5E00: (6,12)
EAD9 | DEFB $14 | Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
EADA | DEFB $01 | Direction (up to the right)
EADB | DEFW $5EC4 | Location in the attribute buffer at 5E00: (6,4)
EADD | DEFB $07 | Length
The next byte is copied to 80DE and specifies the border colour.
EADE | DEFB $02 | Border colour
The next two bytes are copied to 80DF, but are not used.
EADF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
EAE1 | DEFB $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF | Item graphic (unused)
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
EAE9 | DEFB $2B | Room to the left (Conservatory Roof)
EAEA | DEFB $29 | Room to the right (The Attic)
EAEB | DEFB $30 | Room above (Nomen Luni)
EAEC | DEFB $24 | Room below (A bit of tree)
The next three bytes are copied to 80ED, but are not used.
EAED | 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.
EAF0 | DEFB $37,$04 | Guardian no. 0x37 (horizontal), base sprite 0, initial x=4 (A1B8)
EAF2 | DEFB $27,$10 | Guardian no. 0x27 (horizontal), base sprite 0, initial x=16 (A138)
EAF4 | DEFB $3C,$C2 | Arrow flying left to right at pixel y-coordinate 97 (A1E0)
EAF6 | DEFB $FF,$00 | Terminator (A3F8)
EAF8 | DEFB $00,$00 | Nothing (A000)
EAFA | DEFB $00,$00 | Nothing (A000)
EAFC | DEFB $00,$00 | Nothing (A000)
EAFE | DEFB $00,$00 | Nothing (A000)