| Data

DB00: Room 0x1B: The Chapel (teleport: 12459)

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.
DB00 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A | Room layout
DB08 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A
DB10 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A
DB18 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A
DB20 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A
DB28 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A
DB30 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A
DB38 | DEFB $00,$00,$00,$00,$00,$00,$80,$1A
DB40 | DEFB $00,$00,$00,$00,$00,$02,$80,$1A
DB48 | DEFB $00,$00,$00,$00,$00,$0A,$80,$1A
DB50 | DEFB $00,$00,$00,$00,$00,$2A,$80,$1A
DB58 | DEFB $00,$00,$00,$00,$00,$AA,$80,$1A
DB60 | DEFB $00,$00,$00,$00,$00,$00,$00,$1A
DB68 | DEFB $00,$00,$00,$00,$00,$00,$00,$1A
DB70 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$A0,$AA
DB78 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$A0,$AA
The next 32 bytes are copied to 8080 and specify the room name.
DB80 | DEFM " The Chapel " | 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.
DBA0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
DBA9 | DEFB $0D,$49,$49,$49,$49,$49,$49,$49,$49 | Floor
DBB2 | DEFB $16,$A8,$25,$00,$25,$A8,$40,$DD,$40 | Wall
DBBB | DEFB $42,$28,$54,$AA,$55,$AA,$28,$28,$28 | Nasty (unused)
DBC4 | DEFB $07,$03,$00,$0C,$00,$30,$00,$C0,$00 | Ramp
DBCD | DEFB $07,$00,$0A,$BD,$FF,$00,$AA,$55,$AA | Conveyor (unused)
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
DBD6 | DEFB $00 | Direction (left)
DBD7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
DBD9 | 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.
DBDA | DEFB $01 | Direction (up to the right)
DBDB | DEFW $5FB1 | Location in the attribute buffer at 5E00: (13,17)
DBDD | DEFB $07 | Length
The next byte is copied to 80DE and specifies the border colour.
DBDE | DEFB $02 | Border colour
The next two bytes are copied to 80DF, but are not used.
DBDF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
DBE1 | DEFB $10,$30,$38,$6C,$C6,$C6,$6C,$10 | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
DBE9 | DEFB $1C | Room to the left (First Landing)
DBEA | DEFB $1A | Room to the right (East Wall Base)
DBEB | DEFB $21 | Room above (The Bathroom)
DBEC | DEFB $15 | Room below (Ballroom West)
The next three bytes are copied to 80ED, but are not used.
DBED | 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.
DBF0 | DEFB $10,$99 | Guardian no. 0x10 (vertical), base sprite 4, x=25 (A080)
DBF2 | DEFB $11,$BB | Guardian no. 0x11 (vertical), base sprite 5, x=27 (A088)
DBF4 | DEFB $12,$DA | Guardian no. 0x12 (vertical), base sprite 6, x=26 (A090)
DBF6 | DEFB $67,$0C | Guardian no. 0x67 (horizontal), base sprite 0, initial x=12 (A338)
DBF8 | DEFB $64,$06 | Guardian no. 0x64 (vertical), base sprite 0, x=6 (A320)
DBFA | DEFB $66,$91 | Guardian no. 0x66 (vertical), base sprite 4, x=17 (A330)
DBFC | DEFB $FF,$00 | Terminator (A3F8)
DBFE | DEFB $00,$00 | Nothing (A000)