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EBD6: Room item/creature attribute colour patterns
creature colours are done in a taller block than item colours
Used at E3FD when setting display attributes for drawn/erased graphics that aren't Maroc or background room scenery.
Contains a series of directional offsets to put the colours for the graphic on screen.
There are 2 sets:
  • 3 characters wide x 5 characters tall - for creatures
  • 3 characters wide x 3 characters tall - for objects
After each offset is added to the display address pointer, the colour is applied to the character square.
SET 1 - for CREATURES, or destroyed creatures (3 x 5 character squares):
EBD6 DEFB $0F First byte = number of bytes in this set, used as a loop counter for printing the colour blocks
EBD7 DEFB -$41 Added to screen attribute display address. In this case -65 will move the address up TWO ROWS, and one square to the left
EBD8 DEFB $01 Then move right one square
EBD9 DEFB $01 ...and another one
EBDA DEFB $1E Then add 30 to the address, which moves down one line and back to the left two squares
EBDB DEFB $01,$01,$1E,$01,$01,$1E,$01,$01 ...Then a repeat of the 2 x 1 character squares, for 4 more rows, with some 30s to move across the screen and down to the next row
EBE3 DEFB $1E,$01,$01
SET 2 - for OBJECTS (3 x 3 character squares):
EBE6 DEFB $09 First byte = number of bytes in this set, used as a loop counter for printing the colour blocks
EBE7 DEFB -$21 Added to screen attribute display address. In this case -33 will move the address up ONE ROW, and one square to the left
EBE8 DEFB $01 Then move right one square
EBE9 DEFB $01 ...and another one
EBEA DEFB $1E Then add 30 to the address, which moves down one line and back to the left two squares
EBEB DEFB $01,$01,$1E,$01,$01 ...Then a repeat of the 2 x 1 character squares, for 2 more rows
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