| Data

EF00: Room 0x2F: [ (teleport: 123469)

This room is not used.
The first 128 bytes 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.
EF00 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout (completely empty)
EF08 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EF10 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EF18 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EF20 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EF28 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EF30 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EF38 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EF40 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EF48 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EF50 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EF58 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EF60 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EF68 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EF70 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EF78 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
The next 32 bytes specify the room name.
EF80 | DEFM " [ " | Room name
In a working room definition, the next 80 bytes define the tiles, conveyor, ramp, border colour, item graphic, and exits. In this room, however, there are code remnants and unused data.
EFA0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background tile
EFA9 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 |
EFB1 | INC B |
EFB2 | LD (HL),$00 |
EFB4 | JP NZ,$62E3 |
EFB7 | INC (IX+$06) |
EFBA | DEFB $10,$FF |
EFBC | LD (IX+$0A),C |
EFBF | LD (HL),B |
EFC0 | JP $5E56 |
EFC3 | LD BC,$6007 |
EFC6 | LD A,($408E) |
EFC9 | JR NZ,$EFE3 |
EFCB | PUSH HL |
EFCC | PUSH BC |
EFCD | PUSH AF |
EFCE | LD DE,$5EE8 |
EFD1 | PUSH DE |
EFD2 | PUSH BC |
EFD3 | RET |
EFD4 | POP AF |
EFD5 | POP BC |
EFD6 | DEC A |
EFD7 | DEFB $F2,$E0 |
EFD9 | DEFB $00 | Conveyor length (deliberately set to 0)
EFDA | POP HL |
EFDB | RET |
EFDC | POP BC |
EFDD | DEFB $00 | Ramp length (deliberately set to 0)
EFDE | LD A,(HL) |
EFDF | CP $2C |
EFE1 | RET NZ |
EFE2 | RST $10 |
EFE3 | PUSH BC |
EFE4 | LD A,(HL) |
EFE5 | CP $23 |
EFE7 | CALL Z,$1D78 |
EFEA | CALL $2B1C |
EFED | EX (SP),HL |
EFEE | PUSH HL |
EFEF | DEFB $11 |
The next eight pairs of bytes specify the entities (ropes, arrows, guardians) in this room.
EFF0 | DEFB $FF,$00 | Terminator (A3F8)
EFF2 | DEFB $00,$00 | Nothing (A000)
EFF4 | DEFB $00,$00 | Nothing (A000)
EFF6 | DEFB $00,$00 | Nothing (A000)
EFF8 | DEFB $00,$00 | Nothing (A000)
EFFA | DEFB $00,$00 | Nothing (A000)
EFFC | DEFB $00,$00 | Nothing (A000)
EFFE | DEFB $00,$00 | Nothing (A000)