| Data

C500: Room 0x05: The Security Guard (teleport: 139)

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.
C500 | DEFB $80,$00,$00,$00,$00,$00,$00,$00 | Room layout
C508 | DEFB $A0,$00,$00,$00,$00,$00,$00,$00
C510 | DEFB $A8,$00,$00,$00,$00,$00,$00,$00
C518 | DEFB $AA,$00,$00,$00,$00,$00,$00,$00
C520 | DEFB $AA,$80,$00,$00,$00,$00,$00,$00
C528 | DEFB $AA,$A0,$00,$00,$00,$00,$00,$00
C530 | DEFB $A8,$00,$00,$00,$00,$00,$00,$00
C538 | DEFB $A8,$00,$00,$00,$00,$00,$00,$00
C540 | DEFB $A8,$15,$54,$10,$41,$54,$15,$55
C548 | DEFB $A8,$2A,$A8,$20,$82,$A8,$2A,$AA
C550 | DEFB $00,$00,$A8,$20,$82,$A8,$2A,$AA
C558 | DEFB $00,$00,$A8,$20,$82,$A8,$28,$00
C560 | DEFB $00,$00,$A8,$20,$82,$A8,$28,$00
C568 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C570 | DEFB $00,$00,$00,$00,$00,$00,$00,$2A
C578 | DEFB $A0,$0A,$AA,$AA,$AA,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
C580 | DEFM " The Security Guard " | 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.
C5A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
C5A9 | DEFB $04,$FF,$FF,$AA,$55,$AA,$55,$AA,$55 | Floor
C5B2 | DEFB $0D,$0E,$C6,$95,$B0,$36,$86,$C0,$ED | Wall
C5BB | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Nasty (unused)
C5C4 | DEFB $07,$E0,$40,$20,$10,$0E,$04,$02,$01 | Ramp
C5CD | DEFB $42,$6F,$00,$B7,$00,$AA,$55,$AA,$55 | Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
C5D6 | DEFB $01 | Direction (right)
C5D7 | DEFW $5FBD | Location in the attribute buffer at 5E00: (13,29)
C5D9 | DEFB $03 | Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
C5DA | DEFB $00 | Direction (up to the left)
C5DB | DEFW $5EE8 | Location in the attribute buffer at 5E00: (7,8)
C5DD | DEFB $08 | Length
The next byte is copied to 80DE and specifies the border colour.
C5DE | DEFB $01 | Border colour
The next two bytes are copied to 80DF, but are not used.
C5DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
C5E1 | 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.
C5E9 | DEFB $13 | Room to the left (The Forgotten Abbey)
C5EA | DEFB $04 | Room to the right (The Drive)
C5EB | DEFB $0A | Room above (The Front Door)
C5EC | DEFB $06 | Room below (Entrance to Hades)
The next three bytes are copied to 80ED, but are not used.
C5ED | 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.
C5F0 | DEFB $02,$8E | Guardian no. 0x02 (vertical), base sprite 4, x=14 (A010)
C5F2 | DEFB $03,$8B | Guardian no. 0x03 (vertical), base sprite 4, x=11 (A018)
C5F4 | DEFB $03,$97 | Guardian no. 0x03 (vertical), base sprite 4, x=23 (A018)
C5F6 | DEFB $04,$91 | Guardian no. 0x04 (vertical), base sprite 4, x=17 (A020)
C5F8 | DEFB $FF,$00 | Terminator (A3F8)
C5FA | DEFB $00,$00 | Nothing (A000)
C5FC | DEFB $00,$00 | Nothing (A000)
C5FE | DEFB $00,$00 | Nothing (A000)