| Data

D200: Room 0x12: On the Roof (teleport: 259)

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.
D200 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout
D208 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D210 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D218 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D220 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D228 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D230 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D238 | DEFB $00,$00,$00,$00,$00,$00,$0A,$40
D240 | DEFB $00,$00,$00,$00,$00,$00,$0A,$D0
D248 | DEFB $AA,$40,$00,$00,$00,$00,$0A,$AA
D250 | DEFB $AA,$C0,$00,$00,$00,$00,$0A,$AA
D258 | DEFB $AA,$C0,$00,$00,$00,$00,$0A,$AA
D260 | DEFB $AA,$90,$00,$00,$00,$00,$0A,$AA
D268 | DEFB $AA,$B0,$00,$00,$00,$00,$0A,$AA
D270 | DEFB $AA,$B0,$0A,$40,$00,$00,$0A,$AA
D278 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
D280 | DEFM " On 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.
D2A0 | DEFB $44,$00,$00,$00,$00,$00,$00,$00,$00 | Background
D2A9 | DEFB $07,$80,$C0,$E0,$D0,$58,$9C,$DE,$CD | Floor
D2B2 | DEFB $26,$11,$F8,$07,$08,$F0,$0F,$D0,$3F | Wall
D2BB | DEFB $46,$55,$99,$DD,$CC,$55,$99,$DD,$CC | Nasty
D2C4 | DEFB $07,$00,$00,$00,$00,$00,$00,$00,$00 | Ramp (unused)
D2CD | DEFB $0A,$F0,$F0,$F0,$FF,$FF,$00,$00,$FF | Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
D2D6 | DEFB $01 | Direction (right)
D2D7 | DEFW $5FEE | Location in the attribute buffer at 5E00: (15,14)
D2D9 | DEFB $08 | Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
D2DA | DEFB $00 | Direction (up to the left)
D2DB | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
D2DD | DEFB $00 | Length: 0 (there is no ramp in this room)
The next byte is copied to 80DE and specifies the border colour.
D2DE | DEFB $02 | Border colour
The next two bytes are copied to 80DF, but are not used.
D2DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
D2E1 | DEFB $01,$02,$05,$0A,$54,$28,$30,$48 | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
D2E9 | DEFB $30 | Room to the left (Nomen Luni)
D2EA | DEFB $11 | Room to the right (Up on the Battlements)
D2EB | DEFB $12 | Room above (On the Roof)
D2EC | DEFB $00 | Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
D2ED | 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.
D2F0 | DEFB $22,$16 | Guardian no. 0x22 (horizontal), base sprite 0, initial x=22 (A110)
D2F2 | DEFB $01,$10 | Rope at x=16 (A008)
D2F4 | DEFB $FF,$00 | Terminator (A3F8)
D2F6 | DEFB $00,$00 | Nothing (A000)
D2F8 | DEFB $00,$00 | Nothing (A000)
D2FA | DEFB $00,$00 | Nothing (A000)
D2FC | DEFB $00,$00 | Nothing (A000)
D2FE | DEFB $00,$00 | Nothing (A000)