The Notes
| Room 2C | |||||||||||||||||||||||
| Room 2C is not compiled the same way
as the other rooms: The room layout is held at address F14B each byte represents one tile. The colour layout is held at CF54. The tile graphics are held at address 7C00 Montys start position is hard coded at address CD5F (Y), CD60 (X). | |||||||||||||||||||||||
| Y coords | |||||||||||||||||||||||
| Monty Mole does not use normal coordinates
in the Y axis. Counts from the bottom, up. First point equals 20h and counts up to ADh. |
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| Sprites | |||||||||||||||||||||||
| All animated sprites are 4 frames. | |||||||||||||||||||||||
| Killers | |||||||||||||||||||||||
| Each
object can either be stationary, by setting the velocity to zero Alternately if the status has been set to 2 then the object will move in one direction for the allotted time, and then be disabled. When killer objects are disabled, during game play, they are not deleted. The best way is to make another killer object appear over the top which will then erase the original. All objects, even static ones, must have a direction. |
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| Crusher | |||||||||||||||||||||||
| Crusher bitmap starts at 8E7Ah But is changed to 8E80h when moving up. This shifts graphic to include extra blank spaces at bottom of bitmap, which saves deleting bitmap each time. |
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| Sliding Floors | |||||||||||||||||||||||
| Sliding
Floors are made up of two sections, left and right. If a position of zero is given to both X & Y then the floor is omitted. The right hands' length is equal to the left hand section. Therefore the right hand sections start position must be double the difference between the start and end of the left hand section. |
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| Hard coded data | |||||||||||||||||||||||
| Some information has been hardcoded into the program. | |||||||||||||||||||||||
Monty MoleWhen starting in room 2C, monty's start position is held at CEA1h |
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WaterRooms 08, 09, 0A & 0B all have some animated water.This is a bitmap (7C00h) and is rotated using routine (8F9Fh) |
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WallsA flag (F7D1h) decides whether certain rooms have a blocking wall or not.This is handled by routine (F6A7h) which follows the following rules: |
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| Everytime
the right number of coals has been collected when reaching the right
room the corresponding bit is set. However bits 2-5 need to be set before the last wall in room 14 disappears. |
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