Routines |
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Used by the routine at C837.
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The first byte of the working data set at EB43 (this data is copied from each of the 16 byte room item data sets at 7C00) is checked here.
It indicates the type of room object that needs to be drawn, checked or generally dealt with.
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C89F | LD A,($EB43) | |||
C8A2 | CP $01 | Back wall bricks/scenery, or door frames, wall/floor connector graphics or cursor | ||
C8A4 | JP Z,$D27D | |||
C8A7 | CP $02 | Door | ||
C8A9 | JP Z,$C8DC | |||
C8AC | CP $03 | Creature | ||
C8AE | JP Z,$CD88 | |||
C8B1 | CP $04 | Interactable objects (e.g. key, chest, scroll) | ||
C8B3 | JP Z,$CB00 | |||
C8B6 | CP $05 | Missile fired by creature/warlock | ||
C8B8 | JP Z,$D09B | |||
C8BB | CP $06 | Vertical back wall/floor connector (left) | ||
C8BD | JP Z,$D161 | |||
C8C0 | CP $07 | Vertical back wall/floor connector (right) | ||
C8C2 | JP Z,$D170 | |||
C8C5 | CP $08 | Missile fired by Maroc | ||
C8C7 | JP Z,$D09B | |||
C8CA | CP $0F | Tunnel position (& direction) | ||
C8CC | JP Z,$D179 | |||
C8CF | CP $0E | Tunnel item (side boundary wall, bat or spider) | ||
C8D1 | JP Z,$D1D2 | |||
C8D4 | CP $20 | Room position & viewport | ||
C8D6 | JP Z,$D26E | |||
C8D9 | JP $D27D | Jump from here if nothing to deal with. Data set room items that are no longer present (e.g. a destroyed creature) will have this byte set to 0 to indicate they no longer exist. |
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