| Data

E100: Room 0x21: The Bathroom (teleport: 169)

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.
E100 | DEFB $A0,$00,$00,$00,$00,$00,$00,$0A | Room layout
E108 | DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
E110 | DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
E118 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A
E120 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A
E128 | DEFB $55,$55,$55,$50,$25,$55,$55,$5A
E130 | DEFB $80,$00,$00,$00,$20,$00,$00,$0A
E138 | DEFB $80,$00,$00,$00,$20,$00,$00,$0A
E140 | DEFB $80,$00,$00,$00,$20,$00,$00,$0A
E148 | DEFB $80,$00,$00,$00,$20,$00,$00,$0A
E150 | DEFB $80,$00,$00,$00,$20,$00,$00,$0A
E158 | DEFB $80,$00,$00,$00,$20,$00,$00,$0A
E160 | DEFB $80,$00,$00,$00,$20,$00,$00,$0A
E168 | DEFB $00,$05,$40,$00,$00,$00,$00,$0A
E170 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A
E178 | DEFB $55,$55,$55,$55,$55,$55,$55,$5A
The next 32 bytes are copied to 8080 and specify the room name.
E180 | DEFM " The Bathroom " | 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.
E1A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
E1A9 | DEFB $16,$00,$40,$09,$64,$92,$2D,$96,$FF | Floor
E1B2 | DEFB $0E,$1F,$AA,$00,$55,$F8,$55,$00,$AA | Wall
E1BB | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Nasty (unused)
E1C4 | DEFB $07,$03,$00,$0C,$00,$30,$00,$C0,$00 | Ramp
E1CD | DEFB $3D,$A5,$00,$00,$00,$00,$00,$00,$FF | Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
E1D6 | DEFB $00 | Direction (left)
E1D7 | DEFW $5FD4 | Location in the attribute buffer at 5E00: (14,20)
E1D9 | DEFB $04 | Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
E1DA | DEFB $01 | Direction (up to the right)
E1DB | DEFW $5F89 | Location in the attribute buffer at 5E00: (12,9)
E1DD | DEFB $08 | Length
The next byte is copied to 80DE and specifies the border colour.
E1DE | DEFB $02 | Border colour
The next two bytes are copied to 80DF, but are not used.
E1DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
E1E1 | DEFB $1F,$04,$0A,$77,$87,$B1,$AA,$0A | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
E1E9 | DEFB $22 | Room to the left (Top Landing)
E1EA | DEFB $20 | Room to the right (Halfway up the East Wall)
E1EB | DEFB $27 | Room above (Emergency Generator)
E1EC | DEFB $1B | Room below (The Chapel)
The next three bytes are copied to 80ED, but are not used.
E1ED | 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.
E1F0 | DEFB $3B,$10 | Guardian no. 0x3B (horizontal), base sprite 0, initial x=16 (A1D8)
E1F2 | DEFB $FF,$00 | Terminator (A3F8)
E1F4 | DEFB $00,$00 | Nothing (A000)
E1F6 | DEFB $00,$00 | Nothing (A000)
E1F8 | DEFB $00,$00 | Nothing (A000)
E1FA | DEFB $00,$00 | Nothing (A000)
E1FC | DEFB $00,$00 | Nothing (A000)
E1FE | DEFB $00,$00 | Nothing (A000)