Map Units of Measurement
Each step is equal to 8 map units.
A step translates to 31 pixels on screen.
The man's positions are stored as half values. So multiply by two for true map positions.
Compass values
Compass values are as follows:
Bit 0 tells us if it is N/S (0) or E/W(1)
Objects
String are made up of the description plus optional message. I.E. feldspar+back to key is me!
Cnoc Suil (0D) checks for dropping an object. Any object with obj[3] bit 6 set will display its message.
Area
Area Data
Index Bytes Description
00 2 Scenery Item Data Address
02 2 Scenery String Data Address
04 2 Address for vertical paths
06 2 Address for horizontal paths
08 2 Address of link list to objects
0A 1 Compass rotation. Rotates paths to allow reuse of paths but in a different orientation.
0B 2 Address of Sidhe data.
0D 1 Background type.
0E 1 Background colour.
0F 1 TODO
10 4 Index of areas that link in each point of the compass.
14 2 Address of location name.
16 2 TODO
18 2 TODO
Scenery
The scenery is made up of two types of data, Items and Strings.
Items - This is a list of individual items, which can be linked to actions that trigger events.
Strings - Hold a string if items, located next to each other on screen. These can contain exits to passageways and caves.
Scenery String Data
Index Description
0 Primary Position
1 Secondary Position
2 Number of columns items take up on screen
3 TODO
4 Number of items in string
5... String of bitmap indices for each item.
n Number of exits.
The following structure follows directly if there are any exits.
0 TODO
1 TODO
2 Item bitmap index that is reperesents exit.
3 [nn] Compass exit appears on. [nn] String index.
4 [80] 00 = Door
[0F] Exit type
  • 00 - Exits to Area.
  • 01 -
  • nn - Cave / Passageway
Area Data Cave Data
5 Key icon index
6 Object List Type
  • 00 - Use Area handle plus IX[9]
  • nn - Use ($DFFF) plus IX[9]
7 Background Colour.
8 Primary appear pos. Stored into (DFEE)
9 Secondary appear pos. Index of objects list to use.
A 1 ~ 3 Create a cave action (1 ~ 3).
B TODO