The Rooms
Each room is made up of several tables.
- Room description data.
- Action data, includes exits.
- Object in room
- The baddies
8D2E | TABLE OF POINTERS: ADDRESS OF EACH ROOM | |||||||||||||||||||||||||||||||||||
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Each two bytes make up the start address of each room. | ||||||||||||||||||||||||||||||||||||
ROOM DATA | ||||||||||||||||||||||||||||||||||||
A room is made up of furniture, this info is describe using a data string. The string is made up of commands or furniture values. The commands do various jobs. Furniture values reflect which graphic draw. It works like this: the program takes the first byte if it finds it's a command it will take the next few bytes require to complete the command. If it is a furniture value then it will draw that piece of furniture at the given cursor postion. | ||||||||||||||||||||||||||||||||||||
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*If the action flag is NOT set then stop drawing any more furniture | ||||||||||||||||||||||||||||||||||||
EXAMPLE | ||||||||||||||||||||||||||||||||||||
Using room 12's data as an example: | ||||||||||||||||||||||||||||||||||||
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