Data |
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EAA7 | DEFB $00 | Maroc's colour - INK 7, PAPER 0, BRIGHT 1 (attribute value = 71) - set at new game initialization at C0F1 and applied in the routine at E220. | ||
EAA8 | DEFB $00 | Bits 0-3 of room creature/object's attribute byte (from EB8B for item, EBA5 for creature). Bits 0-2 contain its INK colour. If bit 3 (8) is set, it means the object is flashing (changing colour) |
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EAA9 | DEFB $00 | Room scenery colour (single attribute value) for the current room's walls, doors, other scenery etc. Set in routine at E207. As room backgrounds can vary, creature/item INK colour (stored in the previous byte) is combined with the room background PAPER colour (D2D7). |
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