| Data

CA00: Room 0x0A: The Front Door (teleport: 249)

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.
CA00 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout
CA08 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA10 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA18 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA20 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA28 | DEFB $AA,$AA,$AA,$00,$00,$00,$00,$00
CA30 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA38 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA40 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA48 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA50 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA58 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA60 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA68 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
CA70 | DEFB $40,$00,$00,$00,$00,$00,$00,$00
CA78 | DEFB $A0,$00,$00,$00,$00,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
CA80 | DEFM " The Front Door " | 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.
CAA0 | DEFB $28,$00,$00,$00,$00,$00,$00,$00,$00 | Background
CAA9 | DEFB $47,$FF,$AA,$77,$AA,$77,$AA,$55,$AA | Floor
CAB2 | DEFB $3A,$20,$10,$0E,$C1,$30,$09,$C6,$20 | Wall
CABB | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Nasty (unused)
CAC4 | DEFB $2F,$C0,$40,$B0,$50,$AC,$54,$AB,$55 | Ramp
CACD | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Conveyor (unused)
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
CAD6 | DEFB $00 | Direction (left)
CAD7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
CAD9 | DEFB $00 | Length: 0 (there is no conveyor in this room)
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
CADA | DEFB $00 | Direction (up to the left)
CADB | DEFW $5FE2 | Location in the attribute buffer at 5E00: (15,2)
CADD | DEFB $02 | Length
The next byte is copied to 80DE and specifies the border colour.
CADE | DEFB $02 | Border colour
The next two bytes are copied to 80DF, but are not used.
CADF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
CAE1 | DEFB $0C,$1C,$1C,$1E,$1B,$3F,$78,$FF | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
CAE9 | DEFB $0B | Room to the left (The Hall)
CAEA | DEFB $09 | Room to the right (On a Branch Over the Drive)
CAEB | DEFB $00 | Room above (The Off Licence)
CAEC | DEFB $05 | Room below (The Security Guard)
The next three bytes are copied to 80ED, but are not used.
CAED | 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.
CAF0 | DEFB $FF,$00 | Terminator (A3F8)
CAF2 | DEFB $00,$00 | Nothing (A000)
CAF4 | DEFB $00,$00 | Nothing (A000)
CAF6 | DEFB $00,$00 | Nothing (A000)
CAF8 | DEFB $00,$00 | Nothing (A000)
CAFA | DEFB $00,$00 | Nothing (A000)
CAFC | DEFB $00,$00 | Nothing (A000)
CAFE | DEFB $00,$00 | Nothing (A000)