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7FB3: Room item event data tables
Used in event/collision data checks routine at DFCD - for all room event checks - keys & chests, doors, servant picking up objects, missiles, energy draining/restoring objects
  • These are dynamic tables that hold a changing number of 4-byte room event data sets
  • The number of sets will grow and shrink as the routine at D5D4 re-evaluates the data in these sets
  • The first byte in the table (1 or 2) acts as a counter for how long the event should remain in existence (for collision checking), as the two connected objects may both be moving on-screen.
Byte Value
1 1 = Event remains in existence for 1 more game cycle
2 = Event remains in existince for 2 more game cycles
255 = End of data sets
2 Event/collision number. Event actions include:
1 - missile
5 - Servant
17 - Door handle (open/close)
136 - Maroc entering portal door in room 81
137 - Caliburn being used on Avelach to complete the game
253 - Energy restoring object
254 - Energy draining object
3 Horizontal (X) co-ordinate of item, in pixels
4 Vertical (Y) co-ordinate of item, in pixels
7FB3 DEFB $FF,$11,$C0,$54 Room event 1
7FB7 DEFB $01,$11,$A6,$52 Room event 2
7FBB DEFB $FF,$11,$C0,$54,$02,$11,$A6,$52 Room event 3
7FC3 DEFB $FF,$01,$32,$B0 ...
The remainder of this section is unused data - code from the intro border drawing that is later reserved and overwritten for game data).
7FC7 DEFB $8B,$3E,$03,$32
7FCB DEFB $AF,$8B,$11,$DF,$83,$CD,$F3,$81
7FD3 DEFB $21,$85,$40,$3E,$01,$32,$B0,$8B
7FDB DEFB $32,$AF,$8B,$11,$F8,$83,$CD,$F3
7FE3 DEFB $81,$21,$CA,$58,$36,$0D,$21,$CA
7FEB DEFB $40,$3E,$01,$32,$B0,$8B,$32,$AF
7FF3 DEFB $8B,$11,$00,$84,$CD,$F3,$81,$21
7FFB DEFB $A9,$58,$36,$0D,$21,$A9,$40,$3E
8003 DEFB $01,$32,$B0,$8B,$32,$AF,$8B,$11
800B DEFB $08,$84,$CD,$F3,$81,$21,$EF,$58
8013 DEFB $36,$0D,$21,$CF,$58,$36,$0D,$3E
801B DEFB $02,$32,$B0,$8B,$3E,$01,$32,$AF
8023 DEFB $8B,$21,$10,$84,$22,$C4,$7C,$21
802B DEFB $CF,$40,$CD,$27,$82,$3A,$AA,$8B
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