| Data

ED00: Room 0x2D: Under the Drive (teleport: 13469)

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.
ED00 | DEFB $A0,$00,$00,$00,$00,$00,$AA,$AA | Room layout
ED08 | DEFB $A0,$00,$00,$00,$00,$00,$AA,$AA
ED10 | DEFB $A0,$00,$00,$00,$00,$00,$AA,$AA
ED18 | DEFB $A0,$00,$00,$00,$00,$05,$AA,$AA
ED20 | DEFB $A8,$00,$00,$00,$00,$00,$AA,$AA
ED28 | DEFB $AA,$00,$00,$00,$10,$00,$02,$AA
ED30 | DEFB $AA,$80,$00,$00,$00,$50,$00,$AA
ED38 | DEFB $AA,$A0,$00,$00,$00,$00,$00,$0A
ED40 | DEFB $AA,$A8,$00,$00,$50,$00,$00,$00
ED48 | DEFB $AA,$AA,$00,$00,$00,$C0,$00,$00
ED50 | DEFB $AA,$AA,$80,$00,$00,$00,$00,$00
ED58 | DEFB $AA,$AA,$A0,$00,$00,$00,$00,$00
ED60 | DEFB $AA,$AA,$A8,$00,$00,$00,$00,$00
ED68 | DEFB $AA,$AA,$AA,$00,$00,$00,$00,$00
ED70 | DEFB $AA,$AA,$AA,$80,$30,$0C,$0C,$00
ED78 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
ED80 | DEFM " Under the Drive " | 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.
EDA0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
EDA9 | DEFB $06,$FF,$FF,$A5,$58,$24,$42,$20,$00 | Floor
EDB2 | DEFB $0C,$10,$2A,$55,$A0,$10,$20,$10,$08 | Wall
EDBB | DEFB $04,$18,$18,$14,$22,$22,$55,$11,$28 | Nasty
EDC4 | DEFB $07,$80,$40,$A0,$50,$A8,$54,$AA,$55 | Ramp
EDCD | DEFB $02,$E0,$AA,$F8,$00,$FF,$FF,$66,$66 | Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
EDD6 | DEFB $00 | Direction (left)
EDD7 | DEFW $5F52 | Location in the attribute buffer at 5E00: (10,18)
EDD9 | DEFB $0E | Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
EDDA | DEFB $00 | Direction (up to the left)
EDDB | DEFW $5FCD | Location in the attribute buffer at 5E00: (14,13)
EDDD | DEFB $0C | Length
The next byte is copied to 80DE and specifies the border colour.
EDDE | DEFB $04 | Border colour
The next two bytes are copied to 80DF, but are not used.
EDDF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
EDE1 | DEFB $81,$64,$CD,$0F,$61,$DA,$33,$1A | Item graphic (unused)
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
EDE9 | DEFB $06 | Room to the left (Entrance to Hades)
EDEA | DEFB $2E | Room to the right (Tree Root)
EDEB | DEFB $04 | Room above (The Drive)
EDEC | DEFB $00 | Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
EDED | 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.
EDF0 | DEFB $1C,$10 | Guardian no. 0x1C (horizontal), base sprite 0, initial x=16 (A0E0)
EDF2 | DEFB $1D,$92 | Guardian no. 0x1D (vertical), base sprite 4, x=18 (A0E8)
EDF4 | DEFB $44,$96 | Guardian no. 0x44 (horizontal), base sprite 4, initial x=22 (A220)
EDF6 | DEFB $FF,$00 | Terminator (A3F8)
EDF8 | DEFB $00,$00 | Nothing (A000)
EDFA | DEFB $00,$00 | Nothing (A000)
EDFC | DEFB $00,$00 | Nothing (A000)
EDFE | DEFB $00,$00 | Nothing (A000)