The Last Ninja disassembly ========================== Originally developed by System 3, The Last Ninja was converted to the BBC Micro by Peter Scott, and was published by Superior Software in 1988. It is an action adventure in which the player must solve puzzles and fight enemy ninjas over six separately loaded levels. The following disassembly was created by reverse engineering binary images, without access to any source code. It is nevertheless reasonably complete, allowing the technical approaches used to be understood. The author of this disassembly imposes no additional copyright restrictions beyond those already present on the game itself. It is provided for educational purposes only, and it is hoped that the original authors will accept it in the good faith it was intended - as a tribute to their skills. Technical notes =============== A single set of sprites is used for both the player and the enemy ninjas. Lookup tables allow a change of palette, horizontal flipping and masking. The scenery is positioned so that these sprites can always be plotted over it. Game-play notes =============== There are three speeds of enemy. On later levels, enemies are more likely to attack when fighting with a weapon (see &1cd8), more likely to block the player's attack when fighting without a weapon (see &1c38) and more likely to remain standing after being hit by the player (see &1c7b). Only the player's weapon affects the player's chances of a successful hit (see &1e4f). Stabbing across with the stick is the optimal attack: Nunchaku 90 / 256 chance of missing (see &1f28) Sword 100 / 256 chance of missing Stick 80 / 256 chance of missing Unarmed 128 / 256 chance of missing Punch 1 hit, 5 frames (see &1f1e and &1699) Kick 2 hits, 7 frames Stab up 2 hits, 7 frames Stab across 3 hits, 7 frames Stab down 2 hits, 7 frames There are extra lives available on levels 1, 2 and 5. Interesting pokes ================= &248c = &20, &248d = &a0, &248e = &27, &248f = &ea finish level by pressing COPY &191d = &60 player never sinks or falls &24e6 = &a5 infinite lives &2498 = &00 infinite energy &1f40 = &b5 infinite ammunition &1605 = &00 player has all objects &2a40 = &00 enemies only need one hit to be killed BASIC loader ============ ; LAST-NJA1 ; 000e00 000e00 0004ff 0 *FX200 3 # Clear memory on next RESET 1 FOR L%=&58TO&BF:?L%=0:NEXT: # Wipe variables !&C0=RND &c0 ; rnd_state # Initialise random number generator 10 ENVELOPE 1,1,3,1,-4,1,1,2,100,-10,-5,-4,100,100: # &08c0 01 03 01 fc 01 01 02 64 f6 fb fc 64 64 00 00 00 ENVELOPE 2,0,0,0,0,0,0,0,100,-10,-5,-2,100,100: # &08d0 00 00 00 00 00 00 00 64 f6 fb fe 64 64 00 00 00 ENVELOPE 3,130,-1,0,0,200,0,0,100,-1,-1,-1,100,100: # &08e0 82 ff 00 00 c8 00 00 64 ff ff ff 64 64 00 00 00 ENVELOPE 4,4,-1,5,0,3,5,0,60,0,0,-60,60,60 # &08f0 04 ff 05 00 03 05 00 3c 00 00 c4 3c 3c 00 00 00 20 FORL%=&110TO&18F:READ?L%:NEXT # ; chan vol pitch dur 30 DATA 18,0,1,0,100,0,1,0, # &0110 12 00 01 00 64 00 01 00 ; sound_0110 18,0,1,0,150,0,1,0, # &0118 12 00 01 00 96 00 01 00 ; sound_0118 18,0,2,0,160,0,1,0, # &0120 12 00 02 00 a0 00 01 00 ; sound_0120 18,0,246,255,170,0,1,0, # &0128 12 00 f6 ff aa 00 01 00 ; sound_0128 16,0,249,255,101,0,1,0, # &0130 10 00 f9 ff 65 00 01 00 ; sound_0130 16,0,248,255,102,0,1,0, # &0138 10 00 f8 ff 66 00 01 00 ; sound_0138 16,0,242,255,100,0,1,0, # &0140 10 00 f2 ff 64 00 01 00 ; sound_0140 16,0,242,0,102,0,1,0 # &0148 10 00 f2 00 66 00 01 00 ; sound_0148 40 DATA 19,0,3,0,100,0,1,0, # &0150 13 00 03 00 64 00 01 00 ; sound_0150 16,0,1,0,100,0,1,0, # &0158 10 00 01 00 64 00 01 00 ; sound_0158 16,0,243,255,100,0,10,0, # &0160 10 00 f3 ff 64 00 0a 00 ; sound_0160 19,0,4,0,100,0,255,255, # &0168 13 00 04 00 64 00 ff ff ; sound_0168 16,0,3,0,100,0,10,0 # &0170 10 00 03 00 64 00 0a 00 ; sound_0170 50 DATA 16,0,247,255,102,0,2,0, # &0178 10 00 f7 ff 66 00 02 00 ; sound_0178 16,0,1,0,102,0,1,0, # &0180 10 00 01 00 66 00 01 00 ; sound_0180 16,0,246,255,101,0,2,0 # &0188 10 00 f6 ff 65 00 02 00 ; sound_0188 60 !&880=&06060000:!&884=0: # &0880 00 00 06 06 00 00 00 00 ; projectile_sprite !&8A0=&78874A04:!&8A4=&24A55AA5: # &08a0 04 4a 87 78 a5 5a a5 24 ; explosion_sprite !&8A8=&77EE5522:!&8AC=&66DD77AA # &08a8 22 55 ee 77 aa 77 dd 66 ; explosion_sprite_two 70 *FX220,0 # Write ASCII for ESCAPE 80 *FX4,1 # Cursor keys return ASCII values 135-139 90 *FX11,0 # Disable auto-repeat 100 *FX200,3 # Clear memory on next RESET 110 ?&367=15 &0367 ; os_font_flag # Restore default font 120 *FX16,0 # Disable ADC sampling 130 *TV255,0 140 MODE5: VDU 23;8202;0;0;0; # R10: Cursor start register; disable cursor 23;6,20;0;0;0; # R6: Vertical displayed register 23;7,28;0;0;0; # R7: Vertical sync position 19,1,0;0; # Set colour 1 to black 17,129, # COLOUR 129 12, # CLS; clear screen to black 19,0,1;0; # Set colour 0 to red 19,2,3;0; # Set colour 2 to yellow 19,3,7;0;: # Set colour 3 to white FORL%=0TO11:VDU31,0,31,10:NEXT 150 VDU 24,32;435;248;479; # Define graphics window: x:(32, 248), y:(435, 479) GCOL0,131: GCOL0,2: HIMEM=&3EA0: VDU 28,0,15,14,13, # Define text window: x:(0,14), y:(13,15) 17,129, # COLOUR 129 17,3, # COLOUR 3 12 # CLS 160 *LOAD "" 66A0 # *LOAD LOADSCR 66A0 170 *LOAD # *LOAD NINJA-1 180 *LOAD # *LOAD NINJA-2 190 *RUN # *RUN NINJA-3 Game disassembly ================ ; NINJA-1 ; 000900 000900 000400 ; flipped_pixel_values &0900 00 08 04 0c 02 0a 06 0e 01 09 05 0d 03 0b 07 0f &0910 80 88 84 8c 82 8a 86 8e 81 89 85 8d 83 8b 87 8f &0920 40 48 44 4c 42 4a 46 4e 41 49 45 4d 43 4b 47 4f &0930 c0 c8 c4 cc c2 ca c6 ce c1 c9 c5 cd c3 cb c7 cf &0940 20 28 24 2c 22 2a 26 2e 21 29 25 2d 23 2b 27 2f &0950 a0 a8 a4 ac a2 aa a6 ae a1 a9 a5 ad a3 ab a7 af &0960 60 68 64 6c 62 6a 66 6e 61 69 65 6d 63 6b 67 6f &0970 e0 e8 e4 ec e2 ea e6 ee e1 e9 e5 ed e3 eb e7 ef &0980 10 18 14 1c 12 1a 16 1e 11 19 15 1d 13 1b 17 1f &0990 90 98 94 9c 92 9a 96 9e 91 99 95 9d 93 9b 97 9f &09a0 50 58 54 5c 52 5a 56 5e 51 59 55 5d 53 5b 57 5f &09b0 d0 d8 d4 dc d2 da d6 de d1 d9 d5 dd d3 db d7 df &09c0 30 38 34 3c 32 3a 36 3e 31 39 35 3d 33 3b 37 3f &09d0 b0 b8 b4 bc b2 ba b6 be b1 b9 b5 bd b3 bb b7 bf &09e0 70 78 74 7c 72 7a 76 7e 71 79 75 7d 73 7b 77 7f &09f0 f0 f8 f4 fc f2 fa f6 fe f1 f9 f5 fd f3 fb f7 ff ; mask_pixel_values &0a00 ff ee dd cc bb aa 99 88 77 66 55 44 33 22 11 00 &0a10 ee ee cc cc aa aa 88 88 66 66 44 44 22 22 00 00 &0a20 dd cc dd cc 99 88 99 88 55 44 55 44 11 00 11 00 &0a30 cc cc cc cc 88 88 88 88 44 44 44 44 00 00 00 00 &0a40 bb aa 99 88 bb aa 99 88 33 22 11 00 33 22 11 00 &0a50 aa aa 88 88 aa aa 88 88 22 22 00 00 22 22 00 00 &0a60 99 88 99 88 99 88 99 88 11 00 11 00 11 00 11 00 &0a70 88 88 88 88 88 88 88 88 00 00 00 00 00 00 00 00 &0a80 77 66 55 44 33 22 11 00 77 66 55 44 33 22 11 00 &0a90 66 66 44 44 22 22 00 00 66 66 44 44 22 22 00 00 &0aa0 55 44 55 44 11 00 11 00 55 44 55 44 11 00 11 00 &0ab0 44 44 44 44 00 00 00 00 44 44 44 44 00 00 00 00 &0ac0 33 22 11 00 33 22 11 00 33 22 11 00 33 22 11 00 &0ad0 22 22 00 00 22 22 00 00 22 22 00 00 22 22 00 00 &0ae0 11 00 11 00 11 00 11 00 11 00 11 00 11 00 11 00 &0af0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; obstacle_table &0b00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0b10 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0b20 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0b30 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0b40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0b50 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0b60 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0b70 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0b80 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0b90 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0ba0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0bb0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0bc0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0bd0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0be0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0bf0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; weapon_sprite_stick &0c00 0f 3f ff 3f 0f 0f 0f 0f 0f ff ff ff 0f 0f 0f 0f &0c10 0f ff ff ff 0f 0f 0f 0f 0f ff ff ff 0f 0f 0f 0f &0c20 0f ff ff ff 0f 0f 0f 0f 0f ff ff ff 0f 0f 0f 0f &0c30 69 3c f0 2d 2d 1e 0f 0f 0f e1 f0 a5 0f 0f 0f 0f ; weapon_sprite_sword &0c40 0f 0f 0f 0f f0 f0 0f 0f 0f 0f 0f 0f f0 d2 0f 0f &0c50 0f 0f 0f 0f f0 f0 0f 0f 0f 0f 0f 0f f0 b4 0f 0f &0c60 0f 0f 0f 0f f0 e1 0f 0f 0f 0f 0f 0f f0 f0 0f 0f &0c70 0f 0f 0f 0f f0 78 0f 0f 0f 0f 0f 0f f0 f0 0f 0f ; weapon_sprite_bomb &0c80 3f 4f bf af af cf 4f 1e 8f 4b 0f a5 0f 4b 0f 87 ; weapon_sprite_star &0c90 2f 3f 1f 3f ff 9f 1f 0f 0f 0f 2f ef 8f 0f 8f 8f ; weapon_sprite_nunchaku &0ca0 2f 5f 97 97 97 87 87 87 4f af ad 2d 2d 2d 2d 2d ; weapons_x &0cb0 0e 11 14 0e 0e ; weapons_y &0cb5 8c 8c 8c 86 93 ; weapons_sprite_sizes &0cba 10 10 10 40 40 ; weapons_sprite_addresses_low &0cbf 80 90 a0 00 40 ; weapons_sprite_addresses_high &0cc4 0c 0c 0c 0c 0c ; weapons_carried &0cc9 00 ; &00 : WEAPON_BOMB &0cca 00 ; &01 : WEAPON_STAR &0ccb 00 ; &02 : WEAPON_NUNCHAKU &0ccc 00 ; &03 : WEAPON_SWORD &0ccd 00 ; &04 : WEAPON_STICK &0cce 00 ; &05 : WEAPON_HANDS ; unused &0ccf 00 ; weapons_using_x &0cd0 22 22 22 1f 1f ; objects_carried &0cd5 00 ; &00 : OBJECT_ROPE &0cd6 00 ; &01 : OBJECT_FLOWER &0cd7 00 ; &02 : OBJECT_GUN &0cd8 00 ; &03 : OBJECT_BOTTLE &0cd9 00 ; &04 : OBJECT_KEY &0cda 00 ; &05 : OBJECT_CLAW &0cdb 00 ; &06 : OBJECT_GLOVE &0cdc 00 ; &07 : OBJECT_AMULET &0cdd 00 ; &08 : OBJECT_APPLE &0cde 00 ; &09 : OBJECT_SCROLL &0cdf 00 ; &0a : OBJECT_HINT # Used as hint for ninja magic triggers &0ce0 00 ; &0b : OBJECT_WEAPON_BOMB &0ce1 00 ; &0c : OBJECT_WEAPON_STAR &0ce2 00 ; &0d : OBJECT_WEAPON_NUNCHAKU &0ce3 00 ; &0e : OBJECT_WEAPON_SWORD &0ce4 00 ; &0f : OBJECT_WEAPON_STICK ; unused &0ce5 00 00 00 ; completion_code_string &0ce8 11 00 ; COLOUR 0 &0cea 1f 05 0b ; TAB(&05, &0b) &0ced 51 39 43 34 50 52 ; "Q9C4PR" &0cf3 0d ; unused &0cf4 0d 0c 1a 0d 00 00 00 00 00 00 00 00 ; NINJA-3 ; 001100 002309 001ca0 ; delay &1100 aa TAX &1101 a0 00 LDY #&00 ; delay_loop &1103 20 74 13 JSR &1374 ; rnd &1106 c8 INY &1107 d0 fa BNE &1103 ; delay_loop &1109 ca DEX &110a d0 f7 BNE &1103 ; delay_loop &110c 60 RTS ; screen_row_addresses_low_table &110d 00 40 80 c0 00 40 80 c0 00 40 80 c0 00 40 80 c0 &111d 00 40 80 c0 00 40 80 c0 00 40 80 c0 00 40 80 c0 ; screen_row_addresses_high_table &112d 67 68 69 6a 6c 6d 6e 6f 71 72 73 74 76 77 78 79 &113d 7b 7c 7d 7e 58 59 5a 5b 5d 5e 5f 60 62 63 64 65 ; screen_column_offsets_low_table &114d 00 08 10 18 20 28 30 38 40 48 50 58 60 68 70 78 &115d 80 88 90 98 a0 a8 b0 b8 c0 c8 d0 d8 e0 e8 f0 f8 &116d 00 08 10 18 20 28 30 38 ; screen_column_offsets_high_table &1175 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &1185 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &1195 01 01 01 01 01 01 01 01 ; write_string &119d 86 60 STX &60 ; string_address_low &119f 84 61 STY &61 ; string_address_high &11a1 a0 00 LDY #&00 ; write_string_loop &11a3 b1 60 LDA (&60),Y ; string_address &11a5 20 ee ff JSR &ffee ; OSWRCH &11a8 c8 INY &11a9 c9 0d CMP #&0d ; CR &11ab d0 f6 BNE &11a3 ; write_string_loop &11ad 60 RTS ; calculate_screen_address &11ae 18 CLC &11af a4 67 LDY &67 ; sprite_y &11b1 98 TYA &11b2 29 07 AND #&07 &11b4 85 6b STA &6b ; sprite_row_in_group &11b6 98 TYA &11b7 29 f8 AND #&f8 &11b9 6a ROR A &11ba 6a ROR A &11bb 6a ROR A &11bc a8 TAY &11bd b9 0d 11 LDA &110d,Y ; screen_row_addresses_low_table &11c0 85 68 STA &68 ; screen_address_low &11c2 b9 2d 11 LDA &112d,Y ; screen_row_addresses_high_table &11c5 85 69 STA &69 ; screen_address_high &11c7 a4 66 LDY &66 ; sprite_x &11c9 c0 28 CPY #&28 &11cb 90 02 BCC &11cf ; skip_ceiling &11cd a0 00 LDY #&00 ; skip_ceiling &11cf a5 68 LDA &68 ; screen_address_low &11d1 18 CLC &11d2 79 4d 11 ADC &114d,Y ; screen_column_offsets_low_table &11d5 85 68 STA &68 ; screen_address_low &11d7 a5 69 LDA &69 ; screen_address_high &11d9 79 75 11 ADC &1175,Y ; screen_column_offsets_high_table &11dc 85 69 STA &69 ; screen_address_high &11de 18 CLC &11df 60 RTS ; move_down_a_group &11e0 a5 68 LDA &68 ; screen_address_low &11e2 18 CLC &11e3 69 40 ADC #&40 &11e5 85 68 STA &68 ; screen_address_low &11e7 a5 69 LDA &69 ; screen_address_high &11e9 69 01 ADC #&01 &11eb 85 69 STA &69 ; screen_address_high &11ed 18 CLC &11ee 60 RTS ; move_up_a_group &11ef a5 68 LDA &68 ; screen_address_low &11f1 38 SEC &11f2 e9 40 SBC #&40 &11f4 85 68 STA &68 ; screen_address_low &11f6 a5 69 LDA &69 ; screen_address_high &11f8 e9 01 SBC #&01 &11fa 85 69 STA &69 ; screen_address_high &11fc 18 CLC &11fd 60 RTS ; calculate_screen_address_and_plot_sprite_group &11fe 20 ae 11 JSR &11ae ; calculate_screen_address # Doesn't modify X ; plot_sprite_group &1201 18 CLC &1202 86 af STX &af ; tmp_x &1204 a5 68 LDA &68 ; screen_address_low # Calculate screen address of group below current one &1206 69 38 ADC #&38 &1208 85 b0 STA &b0 ; bottom_group_screen_address_low &120a a5 69 LDA &69 ; screen_address_high &120c 69 01 ADC #&01 &120e 85 b1 STA &b1 ; bottom_group_screen_address_high &1210 18 CLC &1211 a4 6b LDY &6b ; sprite_row_in_group &1213 98 TYA &1214 20 8f 12 JSR &128f ; subtract_from_sprite_address ; consider_plotting_in_top_group &1217 18 CLC &1218 a5 69 LDA &69 ; screen_address_high &121a c9 67 CMP #&67 &121c b0 09 BCS &1227 ; plot_row_of_sprite &121e 98 TYA &121f 29 f8 AND #&f8 &1221 18 CLC &1222 69 08 ADC #&08 &1224 a8 TAY &1225 d0 14 BNE &123b ; consider_plotting_in_bottom_group # Always branches ; plot_row_of_sprite_in_top_group &1227 18 CLC &1228 b1 60 LDA (&60),Y ; sprite_address &122a aa TAX &122b b1 68 LDA (&68),Y ; screen_address &122d 3d 00 0a AND &0a00,X ; mask_pixel_values &1230 11 60 ORA (&60),Y ; sprite_address &1232 91 68 STA (&68),Y ; screen_address &1234 c8 INY &1235 98 TYA &1236 18 CLC &1237 29 07 AND #&07 &1239 d0 ec BNE &1227 ; plot_row_of_sprite_in_top_group ; consider_plotting_in_bottom_group &123b a5 6b LDA &6b ; sprite_row_in_group # Do any rows need to be plotted in the bottom group? &123d f0 33 BEQ &1272 ; consider_next_group_of_sprite &123f a5 b1 LDA &b1 ; bottom_group_screen_address_high &1241 c9 67 CMP #&67 &1243 90 36 BCC &127b ; leave_after &1245 c9 7b CMP #&7b &1247 f0 0a BEQ &1253 ; bottom_group_is_below_bottom_of_screen &1249 c9 7a CMP #&7a &124b d0 0e BNE &125b ; plot_row_of_sprite_in_bottom_group &124d a5 b0 LDA &b0 ; bottom_group_screen_address_low &124f c9 f8 CMP #&f8 &1251 d0 08 BNE &125b ; plot_row_of_sprite_in_bottom_group ; bottom_group_is_below_bottom_of_screen &1253 98 TYA &1254 18 CLC &1255 65 6b ADC &6b ; sprite_row_in_group &1257 a8 TAY &1258 4c 72 12 JMP &1272 ; consider_next_group_of_sprite ; plot_row_of_sprite_in_bottom_group &125b 18 CLC &125c b1 60 LDA (&60),Y ; sprite_address &125e aa TAX &125f b1 b0 LDA (&b0),Y ; bottom_group_screen_address &1261 3d 00 0a AND &0a00,X ; mask_pixel_values &1264 11 60 ORA (&60),Y ; sprite_address &1266 91 b0 STA (&b0),Y ; bottom_group_screen_address &1268 c8 INY &1269 98 TYA &126a 38 SEC &126b e5 6b SBC &6b ; sprite_row_in_group &126d 18 CLC &126e 29 07 AND #&07 &1270 d0 e9 BNE &125b ; plot_row_of_sprite_in_bottom_group ; consider_next_group_of_sprite &1272 98 TYA &1273 38 SEC &1274 e5 6b SBC &6b ; sprite_row_in_group &1276 18 CLC &1277 c5 7c CMP &7c ; sprite_size &1279 d0 9c BNE &1217 ; consider_plotting_in_top_group ; leave_after &127b a6 af LDX &af ; tmp_x &127d a5 6b LDA &6b ; sprite_row_in_group &127f 4c 82 12 JMP &1282 ; add_to_sprite_address ; add_to_sprite_address &1282 18 CLC &1283 65 60 ADC &60 ; sprite_address_low &1285 85 60 STA &60 ; sprite_address_low &1287 a5 61 LDA &61 ; sprite_address_high &1289 69 00 ADC #&00 &128b 85 61 STA &61 ; sprite_address_high &128d 18 CLC &128e 60 RTS ; subtract_from_sprite_address &128f 85 5b STA &5b ; s &1291 a5 60 LDA &60 ; sprite_address_low &1293 38 SEC &1294 e5 5b SBC &5b ; s &1296 85 60 STA &60 ; sprite_address_low &1298 a5 61 LDA &61 ; sprite_address_high &129a e9 00 SBC #&00 &129c 85 61 STA &61 ; sprite_address_high &129e 18 CLC &129f 60 RTS ; unplot_status_sprite &12a0 20 ae 11 JSR &11ae ; calculate_screen_address # Doesn't modify X &12a3 86 af STX &af ; tmp_x # Unnecessary code; value is not used &12a5 18 CLC &12a6 a5 68 LDA &68 ; screen_address_low &12a8 69 38 ADC #&38 &12aa 85 b0 STA &b0 ; bottom_screen_address_low &12ac a5 69 LDA &69 ; screen_address_high &12ae 69 01 ADC #&01 &12b0 85 b1 STA &b1 ; bottom_screen_address_high &12b2 18 CLC &12b3 a4 6b LDY &6b ; sprite_row_in_group ; unplot_status_sprite_top_loop &12b5 18 CLC &12b6 a9 0f LDA #&0f &12b8 91 68 STA (&68),Y ; screen_address &12ba c8 INY &12bb 98 TYA &12bc 18 CLC &12bd 29 07 AND #&07 &12bf d0 f4 BNE &12b5 ; unplot_status_sprite_top_loop &12c1 a5 6b LDA &6b ; sprite_row_in_group &12c3 f0 0f BEQ &12d4 ; consider_next_group_to_unplot ; unplot_status_sprite_bottom_loop &12c5 18 CLC &12c6 a9 0f LDA #&0f &12c8 91 b0 STA (&b0),Y ; bottom_screen_address &12ca c8 INY &12cb 98 TYA &12cc 38 SEC &12cd e5 6b SBC &6b ; sprite_row_in_group &12cf 18 CLC &12d0 29 07 AND #&07 &12d2 d0 f1 BNE &12c5 ; unplot_status_sprite_bottom_loop ; consider_next_group_to_unplot &12d4 98 TYA &12d5 38 SEC &12d6 e5 6b SBC &6b ; sprite_row_in_group &12d8 18 CLC &12d9 c5 7c CMP &7c ; sprite_size &12db d0 d8 BNE &12b5 ; unplot_status_sprite_top_loop &12dd 60 RTS ; irq1_handler &12de a5 fc LDA &fc ; irq_accumulator &12e0 48 PHA &12e1 8a TXA &12e2 48 PHA &12e3 98 TYA &12e4 48 PHA &12e5 ad 6d fe LDA &fe6d ; User VIA interrupt flag register &12e8 10 06 BPL &12f0 ; not_user_interrupt # &80 set if an interrupt occurred &12ea ad 64 fe LDA &fe64 ; User VIA timer 1 counter LSB &12ed 4c 25 13 JMP &1325 ; set_bottom_palette ; not_user_interrupt &12f0 ad 4d fe LDA &fe4d ; System VIA interrupt flag register &12f3 30 03 BMI &12f8 ; check_system_interrupt # &80 set if an interrupt occurred ; to_leave_irq1_handler &12f5 4c 13 13 JMP &1313 ; leave_irq1_handler ; check_system_interrupt &12f8 29 02 AND #&02 # &02 set if interrupt was caused by a v-sync &12fa f0 f9 BEQ &12f5 ; to_leave_irq1_handler ; set_top_palette &12fc a9 b0 LDA #&b0 &12fe 8d 64 fe STA &fe64 ; User VIA timer 1 counter LSB &1301 a9 36 LDA #&36 &1303 8d 65 fe STA &fe65 ; User VIA timer 1 counter MSB &1306 a2 00 LDX #&00 ; set_top_palette_loop &1308 bd 1d 13 LDA &131d,X ; palette_values &130b 8d 21 fe STA &fe21 ; video ULA palette register &130e e8 INX &130f e0 04 CPX #&04 &1311 d0 f5 BNE &1308 ; set_top_palette_loop ; leave_irq1_handler &1313 68 PLA &1314 a8 TAY &1315 68 PLA &1316 aa TAX &1317 68 PLA &1318 85 fc STA &fc ; irq_accumulator &131a 6c 71 00 JMP (&0071) ; previous_irq1_vector ; palette_values &131d 05 15 45 55 # Top of screen uses green for colour 0 &1321 01 11 41 51 # Bottom of screen uses cyan for colour 0 ; set_bottom_palette &1325 a2 04 LDX #&04 ; set_bottom_palette_loop &1327 bd 1d 13 LDA &131d,X ; palette_values &132a 8d 21 fe STA &fe21 ; video ULA palette register &132d e8 INX &132e e0 08 CPX #&08 &1330 d0 f5 BNE &1327 ; set_bottom_palette_loop &1332 f0 df BEQ &1313 ; leave_irq1_handler ; initialise_irq1_handler &1334 78 SEI &1335 ad 04 02 LDA &0204 ; irq1_vector_low &1338 85 71 STA &71 ; previous_irq1_vector_low &133a ad 05 02 LDA &0205 ; irq1_vector_high &133d 85 72 STA &72 ; previous_irq1_vector_high &133f a9 de LDA #&de ; &12de = irq1_handler &1341 8d 04 02 STA &0204 ; irq1_vector_low &1344 a9 12 LDA #&12 &1346 8d 05 02 STA &0205 ; irq1_vector_high &1349 a9 ff LDA #&ff &134b 8d 65 fe STA &fe65 ; User VIA timer 1 counter MSB &134e a9 c0 LDA #&c0 &1350 8d 6e fe STA &fe6e ; User VIA interrupt enable register &1353 a9 00 LDA #&00 &1355 8d 6b fe STA &fe6b ; User VIA auxiliary control register &1358 58 CLI &1359 60 RTS ; check_for_keypress &135a 86 86 STX &86 ; tmp_x &135c aa TAX &135d a0 ff LDY #&ff &135f a9 81 LDA #&81 ; Scan for a particular key &1361 20 f4 ff JSR &fff4 ; OSBYTE &1364 a6 86 LDX &86 ; tmp_x &1366 60 RTS ; play_sound &1367 86 86 STX &86 ; tmp_x &1369 aa TAX &136a a9 07 LDA #&07 ; Generate a sound &136c a0 01 LDY #&01 &136e 20 f1 ff JSR &fff1 ; OSWORD &1371 a6 86 LDX &86 ; tmp_x &1373 60 RTS ; rnd &1374 a5 c0 LDA &c0 ; rnd_state &1376 4d 68 fe EOR &fe68 ; User VIA timer 2 counter LSB &1379 85 c0 STA &c0 ; rnd_state &137b 0a ASL A &137c 0a ASL A &137d 26 c2 ROL &c2 ; rnd_state + 2 &137f 26 c1 ROL &c1 ; rnd_state + 1 &1381 26 c0 ROL &c0 ; rnd_state &1383 a5 c0 LDA &c0 ; rnd_state &1385 18 CLC &1386 60 RTS ; get_keypress &1387 a2 00 LDX #&00 &1389 a0 00 LDY #&00 &138b a9 81 LDA #&81 ; Read key with time limit &138d 4c f4 ff JMP &fff4 ; OSBYTE ; player_movement_sound_timer &1390 00 ; generate_temporary_enemy_sprite_for_boss &1391 a2 78 LDX #&78 ; generate_temporary_enemy_sprite_for_boss_loop &1393 bd 27 55 LDA &5527,X ; boss_sprite - 1 &1396 9d 37 4a STA &4a37,X ; temporary_enemy_sprite - 1 &1399 ca DEX &139a d0 f7 BNE &1393 ; generate_temporary_enemy_sprite_for_boss_loop &139c 4c c5 1b JMP &1bc5 ; plot_enemy_from_temporary_sprite ; single_key_codes &139f c8 ; P &13a0 ba ; J &13a1 b9 ; K &13a2 a9 ; L ; single_key_bitmaps &13a3 19 ; KEY_CROUCH &13a4 28 ; KEY_SMALL_JUMP &13a5 20 ; KEY_MEDIUM_JUMP &13a6 24 ; KEY_LARGE_JUMP ; update_player &13a7 20 87 13 JSR &1387 ; get_keypress &13aa 86 8d STX &8d ; last_key_pressed &13ac a5 64 LDA &64 ; player_x &13ae 85 77 STA &77 ; previous_player_x &13b0 a5 65 LDA &65 ; player_y &13b2 85 78 STA &78 ; previous_player_y &13b4 a5 6e LDA &6e ; player_action_timer # Zero if previous action has finished &13b6 f0 03 BEQ &13bb ; get_player_action &13b8 4c dc 16 JMP &16dc ; update_player_action ; get_player_action &13bb a2 00 LDX #&00 &13bd 86 76 STX &76 ; keys_pressed_bitmap &13bf a9 01 LDA #&01 &13c1 85 5e STA &5e ; bit &13c3 a5 8c LDA &8c ; player_is_sinking_or_falling # Non-zero if player is sinking or falling &13c5 f0 03 BEQ &13ca ; check_for_keys_loop &13c7 4c be 14 JMP &14be ; calculate_player_sprite # Don't allow movement if player is sinking or falling ; check_for_keys_loop &13ca bd cd 19 LDA &19cd,X ; key_codes &13cd 20 5a 13 JSR &135a ; check_for_keypress # Returns Y = &ff if key pressed &13d0 c0 ff CPY #&ff &13d2 d0 07 BNE &13db ; consider_next_key &13d4 a5 76 LDA &76 ; keys_pressed_bitmap &13d6 18 CLC &13d7 65 5e ADC &5e ; bit &13d9 85 76 STA &76 ; keys_pressed_bitmap ; consider_next_key &13db a5 5e LDA &5e ; bit &13dd 18 CLC &13de 2a ROL A &13df 85 5e STA &5e ; bit &13e1 e8 INX &13e2 e0 08 CPX #&08 &13e4 d0 e4 BNE &13ca ; check_for_keys_loop ; check_for_single_keys &13e6 a2 00 LDX #&00 ; check_for_single_keys_loop &13e8 bd 9f 13 LDA &139f,X ; single_key_codes &13eb 20 5a 13 JSR &135a ; check_for_keypress # Returns Y = &ff if key pressed &13ee c0 ff CPY #&ff &13f0 d0 05 BNE &13f7 ; consider_next_single_key &13f2 bd a3 13 LDA &13a3,X ; single_key_bitmaps &13f5 85 76 STA &76 ; keys_pressed_bitmap ; consider_next_single_key &13f7 e8 INX &13f8 e0 04 CPX #&04 &13fa d0 ec BNE &13e8 ; check_for_single_keys_loop &13fc a5 76 LDA &76 ; keys_pressed_bitmap &13fe c9 11 CMP #&11 ; KEY_LEFT | KEY_RETURN &1400 f0 04 BEQ &1406 ; consider_crouching &1402 c9 12 CMP #&12 ; KEY_RIGHT | KEY_RETURN &1404 d0 11 BNE &1417 ; not_crouch ; consider_crouching &1406 a5 8b LDA &8b ; player_object &1408 c9 03 CMP #&03 ; OBJECT_BOTTLE &140a f0 0b BEQ &1417 ; not_crouching # Player can't crouch if holding bottle &140c a6 8a LDX &8a ; player_weapon &140e bd c9 0c LDA &0cc9,X ; weapons_carried &1411 d0 04 BNE &1417 ; not_crouching # Player can't crouch if holding a weapon &1413 a9 19 LDA #&19 ; KEY_CROUCH &1415 85 76 STA &76 ; keys_pressed_bitmap ; not_crouching &1417 a6 76 LDX &76 ; keys_pressed_bitmap &1419 8a TXA &141a 29 d0 AND #&d0 ; KEY_H | KEY_W | KEY_RETURN &141c f0 10 BEQ &142e ; consider_selecting_weapon &141e e0 19 CPX #&19 ; KEY_LEFT | KEY_DOWN | KEY_RETURN # KEY_CROUCH &1420 f0 0c BEQ &142e ; consider_selecting_weapon &1422 e0 1a CPX #&1a ; KEY_RIGHT | KEY_DOWN | KEY_RETURN &1424 f0 08 BEQ &142e ; consider_selecting_weapon &1426 e4 89 CPX &89 ; previous_keys_pressed_bitmap &1428 d0 04 BNE &142e ; consider_selecting_weapon ; prevent_movement &142a a2 00 LDX #&00 # Set to zero to indicate no movement &142c f0 10 BEQ &143e ; consider_movement # Always branches ; consider_selecting_weapon &142e a5 8d LDA &8d ; last_key_pressed &1430 c9 20 CMP #&20 ; " " &1432 d0 03 BNE &1437 ; space_not_pressed &1434 4c aa 15 JMP &15aa ; handle_player_selecting_weapon ; space_not_pressed &1437 e0 0b CPX #&0b ; (KEY_UP | KEY_DOWN) - 1 &1439 90 03 BCC &143e ; consider_movement # Branches unless both up and down are pressed &143b 4c 14 16 JMP &1614 ; handle_player_action ; consider_movement &143e bd d5 19 LDA &19d5,X ; player_movement_y &1441 c9 0a CMP #&0a # &0a if direction isn't valid for movement &1443 d0 2b BNE &1470 ; consider_moving_player_in_direction &1445 a4 7d LDY &7d ; player_direction &1447 b9 7a 15 LDA &157a,Y ; direction_flips &144a 85 6a STA &6a ; sprite_flip &144c a5 8a LDA &8a ; player_weapon &144e c9 02 CMP #&02 ; WEAPON_NUNCHAKU &1450 90 18 BCC &146a ; set_player_standing_and_check_if_blocked # Branches if using bomb or star &1452 c9 05 CMP #&05 ; WEAPON_HANDS &1454 b0 14 BCS &146a ; set_player_standing_and_check_if_blocked # Branches if using hands ; using_nunchaku_sword_or_stick &1456 e6 9b INC &9b ; player_idle_timer &1458 a5 9b LDA &9b ; player_idle_timer &145a c9 03 CMP #&03 &145c f0 09 BEQ &1467 ; to_set_player_holding # Animate weapon after player stops moving &145e a5 6d LDA &6d ; player_sprite &1460 c9 08 CMP #&08 ; NINJA_STANDING &1462 b0 06 BCS &146a ; set_player_standing_and_check_if_blocked &1464 4c 98 14 JMP &1498 ; check_if_player_blocked # Always branches ; to_set_player_holding &1467 4c 99 15 JMP &1599 ; set_player_holding ; set_player_standing_and_check_if_blocked &146a a9 08 LDA #&08 ; NINJA_STANDING &146c 85 6d STA &6d ; player_sprite &146e d0 28 BNE &1498 ; check_if_player_blocked ; consider_moving_player_in_direction &1470 a5 65 LDA &65 ; player_y &1472 18 CLC &1473 7d d5 19 ADC &19d5,X ; player_movement_y &1476 85 65 STA &65 ; player_y &1478 a9 00 LDA #&00 &147a 85 9b STA &9b ; player_idle_timer &147c e6 6d INC &6d ; player_sprite &147e a5 6d LDA &6d ; player_sprite &1480 29 07 AND #&07 &1482 85 6d STA &6d ; player_sprite &1484 6a ROR A &1485 b0 08 BCS &148f ; skip_moving_player_in_x # Move player in x one frame in two &1487 a5 64 LDA &64 ; player_x &1489 18 CLC &148a 7d e0 19 ADC &19e0,X ; player_movement_x &148d 85 64 STA &64 ; player_x ; skip_moving_player_in_x &148f bd eb 19 LDA &19eb,X ; player_movement_directions &1492 c9 ff CMP #&ff &1494 f0 02 BEQ &1498 ; check_if_player_blocked &1496 85 7d STA &7d ; player_direction ; check_if_player_blocked &1498 20 7f 18 JSR &187f ; check_if_player_blocked_by_obstacles &149b 18 CLC # Unnecessary code &149c 20 24 19 JSR &1924 ; check_if_player_blocked_by_enemy &149f a5 65 LDA &65 ; player_y &14a1 c5 78 CMP &78 ; previous_player_y &14a3 f0 19 BEQ &14be ; skip_movement_sound &14a5 a2 30 LDX #&30 ; &0130 = sound_0130 # Player movement sound &14a7 ee 90 13 INC &1390 ; player_movement_sound_timer &14aa ad 90 13 LDA &1390 ; player_movement_sound_timer &14ad 29 07 AND #&07 &14af 8d 90 13 STA &1390 ; player_movement_sound_timer &14b2 f0 06 BEQ &14ba ; play_movement_sound &14b4 a2 38 LDX #&38 ; &0138 = sound_0138 # Player movement sound &14b6 c9 04 CMP #&04 &14b8 d0 04 BNE &14be ; skip_movement_sound ; play_movement_sound &14ba 8a TXA &14bb 20 67 13 JSR &1367 ; play_sound ; skip_movement_sound ; calculate_player_sprite &14be a6 7d LDX &7d ; player_direction &14c0 bd 7a 15 LDA &157a,X ; direction_flips &14c3 85 6a STA &6a ; sprite_flip &14c5 a6 6d LDX &6d ; player_sprite &14c7 e0 1a CPX #&1a ; NINJA_PAIN &14c9 f0 12 BEQ &14dd ; plot_player &14cb e0 23 CPX #&23 ; NINJA_DEAD &14cd 90 04 BCC &14d3 ; consider_using_backwards_sprite &14cf e0 25 CPX #&25 ; NINJA_KNEELING + 1 &14d1 90 0a BCC &14dd ; plot_player ; consider_using_backwards_sprite &14d3 a5 7d LDA &7d ; player_direction &14d5 6a ROR A &14d6 90 05 BCC &14dd ; plot_player &14d8 18 CLC &14d9 8a TXA &14da 69 09 ADC #&09 ; NINJA_RUNNING_BACK - NINJA_RUNNING &14dc aa TAX ; plot_player &14dd 18 CLC &14de bd b0 4b LDA &4bb0,X ; ninja_sprite_addresses_low &14e1 85 60 STA &60 ; sprite_address_low &14e3 bd e8 4b LDA &4be8,X ; ninja_sprite_addresses_high &14e6 85 61 STA &61 ; sprite_address_high &14e8 a5 76 LDA &76 ; keys_pressed_bitmap &14ea 85 89 STA &89 ; previous_keys_pressed_bitmap &14ec a5 77 LDA &77 ; previous_player_x &14ee 85 66 STA &66 ; sprite_x &14f0 a5 78 LDA &78 ; previous_player_y &14f2 85 67 STA &67 ; sprite_y &14f4 20 ae 11 JSR &11ae ; calculate_screen_address &14f7 a9 18 LDA #&18 &14f9 85 7c STA &7c ; sprite_size &14fb a9 ff LDA #&ff # &ff if not holding weapon &14fd a4 8a LDY &8a ; player_weapon &14ff c0 02 CPY #&02 ; WEAPON_NUNCHAKU &1501 90 07 BCC &150a ; not_holding_weapon # Branches if using bomb or star &1503 c0 05 CPY #&05 ; WEAPON_HANDS &1505 b0 03 BCS &150a ; not_holding_weapon # Branches if using hands &1507 88 DEY &1508 88 DEY &1509 98 TYA # &00 if holding nunchaku, &01 sword, &02 stick ; not_holding_weapon &150a 85 58 STA &58 ; player_or_enemy_weapon &150c a2 00 LDX #&00 ; OFFSET_PLAYER # Use player variables &150e 86 57 STX &57 ; player_or_enemy_variable_offset &1510 a9 01 LDA #&01 # Non-zero to use temporary player sprite &1512 20 dd 17 JSR &17dd ; generate_temporary_player_or_enemy_sprite &1515 a9 c0 LDA #&c0 ; &49c0 = temporary_player_sprite &1517 85 60 STA &60 ; sprite_address_low &1519 a9 49 LDA #&49 &151b 85 61 STA &61 ; sprite_address_high &151d a9 13 LDA #&13 ; Wait for vertical retrace &151f 20 f4 ff JSR &fff4 ; OSBYTE &1522 a9 60 LDA #&60 ; &0560 = player_back_buffer &1524 20 68 19 JSR &1968 ; copy_buffer_to_screen # Unplot previous player sprite &1527 a5 64 LDA &64 ; player_x &1529 85 66 STA &66 ; sprite_x &152b c9 fa CMP #&fa &152d b0 2d BCS &155c ; plot_sprite_clipping_at_left_of_screen &152f c9 1c CMP #&1c &1531 b0 41 BCS &1574 ; plot_sprite_clipping_at_right_of_screen ; plot_sprite_after_any_clipping &1533 a5 65 LDA &65 ; player_y &1535 85 67 STA &67 ; sprite_y &1537 20 ae 11 JSR &11ae ; calculate_screen_address &153a a9 60 LDA #&60 ; &0560 = player_back_buffer &153c 20 9e 19 JSR &199e ; copy_screen_to_buffer # Store screen behind player's new position &153f 20 45 15 JSR &1545 ; plot_sprite_clipping_at_bottom_of_screen # Plot player in new position &1542 4c d1 1a JMP &1ad1 ; consider_updating_enemy ; plot_sprite_clipping_at_bottom_of_screen &1545 a2 05 LDX #&05 ; plot_sprite_clipping_at_bottom_of_screen_loop &1547 a5 69 LDA &69 ; screen_address_high &1549 c9 7b CMP #&7b &154b b0 0b BCS &1558 ; skip_group &154d 20 01 12 JSR &1201 ; plot_sprite_group &1550 20 e0 11 JSR &11e0 ; move_down_a_group &1553 a9 18 LDA #&18 &1555 20 82 12 JSR &1282 ; add_to_sprite_address ; skip_group &1558 ca DEX &1559 d0 ec BNE &1547 ; plot_sprite_clipping_at_bottom_of_screen_loop &155b 60 RTS ; plot_sprite_clipping_at_left_of_screen &155c 38 SEC &155d e9 fe SBC #&fe ; clip_sprite &155f 18 CLC &1560 a8 TAY &1561 b9 7e 15 LDA &157e,Y ; x_after_moving_off_edge_of_screen &1564 85 66 STA &66 ; sprite_x &1566 b9 82 15 LDA &1582,Y ; size_after_moving_off_edge_of_screen &1569 85 7c STA &7c ; sprite_size &156b b9 86 15 LDA &1586,Y ; offset_after_moving_off_edge_of_screen &156e 20 82 12 JSR &1282 ; add_to_sprite_address &1571 4c 33 15 JMP &1533 ; plot_sprite_after_any_clipping ; plot_sprite_clipping_at_right_of_screen &1574 38 SEC &1575 e9 1a SBC #&1a &1577 4c 5f 15 JMP &155f ; clip_sprite ; direction_flips ; se ne sw nw &157a 00 00 02 02 ; x_after_moving_off_edge_of_screen ; left right &157e 00 00 1c 1d ; size_after_moving_off_edge_of_screen ; left right &1582 08 10 10 08 ; offset_after_moving_off_edge_of_screen ; left right &1586 10 08 00 00 ; unused # &158a - &1598 is a copy of &1599 - &15a7 &158a a9 07 LDA #&07 &158c 85 6f STA &6f ; player_action_duration &158e a9 01 LDA #&01 &1590 85 6e STA &6e ; player_action_timer &1592 a9 2f LDA #&2f ; ACTION_HOLDING &1594 85 70 STA &70 ; player_action_index &1596 4c dc 16 JMP &16dc ; update_player_action ; set_player_holding &1599 a9 07 LDA #&07 &159b 85 6f STA &6f ; player_action_duration &159d a9 01 LDA #&01 &159f 85 6e STA &6e ; player_action_timer &15a1 a9 2f LDA #&2f ; ACTION_HOLDING &15a3 85 70 STA &70 ; player_action_index &15a5 4c dc 16 JMP &16dc ; update_player_action ; unused &15a8 60 RTS ; unused &15a9 60 RTS ; handle_player_selecting_weapon &15aa a9 10 LDA #&10 ; &0110 = sound_0110 # Select weapon sound &15ac 20 67 13 JSR &1367 ; play_sound &15af a6 8a LDX &8a ; player_weapon &15b1 e0 05 CPX #&05 ; WEAPON_HANDS &15b3 f0 0a BEQ &15bf ; skip_unplotting_weapon &15b5 bd d0 0c LDA &0cd0,X ; weapons_using_x &15b8 85 62 STA &62 ; using_x &15ba a0 01 LDY #&01 # Non-zero to plot &15bc 20 19 1a JSR &1a19 ; plot_or_unplot_weapon # Plot weapon in using ; skip_unplotting_weapon ; find_carried_weapon &15bf e8 INX &15c0 e0 05 CPX #&05 ; WEAPON_HANDS &15c2 f0 13 BEQ &15d7 ; skip_plotting_weapon &15c4 e0 06 CPX #&06 ; WEAPON_HANDS + 1 &15c6 d0 02 BNE &15ca ; skip_wraparound &15c8 a2 00 LDX #&00 ; WEAPON_BOMB ; skip_wraparound &15ca bd c9 0c LDA &0cc9,X ; weapons_carried &15cd f0 f0 BEQ &15bf ; find_carried_weapon &15cf bd d0 0c LDA &0cd0,X ; weapons_using_x &15d2 a0 00 LDY #&00 # Zero to unplot &15d4 20 19 1a JSR &1a19 ; plot_or_unplot_weapon # Unplot weapon from using ; skip_plotting_weapon &15d7 86 8a STX &8a ; player_weapon ; finished_carrying &15d9 a9 05 LDA #&05 # Set to &05 to skip holding animation &15db 85 9b STA &9b ; player_idle_timer &15dd 20 00 11 JSR &1100 ; delay &15e0 4c 99 15 JMP &1599 ; set_player_holding ; handle_player_selecting_object ; find_carried_object &15e3 a6 8b LDX &8b ; player_object &15e5 a9 22 LDA #&22 &15e7 85 66 STA &66 ; sprite_x &15e9 a9 68 LDA #&68 &15eb 85 67 STA &67 ; sprite_y &15ed a9 10 LDA #&10 &15ef 85 7c STA &7c ; sprite_size &15f1 20 a0 12 JSR &12a0 ; unplot_status_sprite # Unplot held object &15f4 e8 INX &15f5 e0 11 CPX #&11 ; OBJECT_NONE + 1 &15f7 d0 02 BNE &15fb ; skip_wraparound &15f9 a2 00 LDX #&00 ; skip_wraparound &15fb 86 8b STX &8b ; player_object &15fd e0 10 CPX #&10 ; OBJECT_NONE &15ff f0 10 BEQ &1611 ; to_finished_carrying &1601 bd d5 0c LDA &0cd5,X ; objects_carried &1604 f0 dd BEQ &15e3 ; find_carried_object &1606 20 65 21 JSR &2165 ; plot_object # Plot held object &1609 20 fe 11 JSR &11fe ; calculate_screen_address_and_plot_sprite_group &160c a9 18 LDA #&18 ; &0118 = sound_0118 # Select object sound &160e 20 67 13 JSR &1367 ; play_sound ; to_finished_carrying &1611 4c d9 15 JMP &15d9 ; finished_carrying ; handle_player_action &1614 8a TXA &1615 85 aa STA &aa ; player_action_keys_bitmap &1617 a0 00 LDY #&00 # Set to zero to indicate no action in progress &1619 84 6e STY &6e ; player_action_timer &161b c9 80 CMP #&80 ; KEY_H &161d f0 c4 BEQ &15e3 ; handle_player_selecting_object &161f c9 1a CMP #&1a ; KEY_RIGHT | KEY_DOWN | KEY_RETURN &1621 f0 6f BEQ &1692 ; handle_player_crouching &1623 c9 19 CMP #&19 ; KEY_LEFT | KEY_DOWN | KEY_RETURN &1625 f0 6b BEQ &1692 ; handle_player_crouching &1627 a6 8a LDX &8a ; player_weapon &1629 bd c9 0c LDA &0cc9,X ; weapons_carried &162c f0 04 BEQ &1632 ; not_carrying_bomb_or_star &162e e0 02 CPX #&02 ; WEAPON_NUNCHAKU &1630 90 26 BCC &1658 ; consider_firing_weapon ; not_carrying_bomb_or_star &1632 e0 05 CPX #&05 ; WEAPON_HANDS &1634 d0 32 BNE &1668 ; consider_attacking &1636 a5 8b LDA &8b ; player_object &1638 c9 03 CMP #&03 ; OBJECT_BOTTLE # Is the player holding the BOTTLE? &163a d0 2c BNE &1668 ; consider_attacking &163c a5 aa LDA &aa ; player_action_keys_bitmap &163e c9 11 CMP #&11 ; KEY_LEFT | KEY_RETURN &1640 f0 04 BEQ &1646 ; consider_throwing_bottle &1642 c9 12 CMP #&12 ; KEY_RIGHT | KEY_RETURN &1644 d0 22 BNE &1668 ; consider_attacking ; consider_throwing_bottle &1646 a5 6c LDA &6c ; player_room &1648 c9 0a CMP #&0a # LEVEL_INNER_SANCTUM, room &0a (boss room) &164a d0 1c BNE &1668 ; consider_attacking &164c a5 94 LDA &94 ; projectile_ttl # Non-zero if a projectile is already present &164e d0 18 BNE &1668 ; consider_attacking ; handle_throwing_bottle &1650 a2 00 LDX #&00 ; WEAPON_BOMB &1652 20 67 1f JSR &1f67 ; fire_projectile_without_check # BOTTLE behaves as BOMB, but has infinite shots &1655 4c 8e 16 JMP &168e ; set_player_standing ; consider_firing_weapon &1658 a5 aa LDA &aa ; player_action_keys_bitmap &165a c9 11 CMP #&11 ; KEY_LEFT | KEY_RETURN &165c f0 04 BEQ &1662 ; handle_player_firing_weapon &165e c9 12 CMP #&12 ; KEY_RIGHT | KEY_RETURN &1660 d0 06 BNE &1668 ; consider_attacking ; handle_player_firing_weapon &1662 20 3a 1f JSR &1f3a ; fire_projectile &1665 4c 8e 16 JMP &168e ; set_player_standing ; consider_attacking &1668 e0 05 CPX #&05 ; WEAPON_HANDS &166a b0 14 BCS &1680 ; consider_fighting_without_weapon ; consider_fighting_with_weapon &166c a5 aa LDA &aa ; player_action_keys_bitmap &166e c9 14 CMP #&14 ; KEY_UP | KEY_RETURN &1670 f0 45 BEQ &16b7 ; handle_player_stabbing_up &1672 c9 12 CMP #&12 ; KEY_RIGHT | KEY_RETURN &1674 f0 4b BEQ &16c1 ; handle_player_stabbing_across &1676 c9 11 CMP #&11 ; KEY_LEFT | KEY_RETURN &1678 f0 47 BEQ &16c1 ; handle_player_stabbing_across &167a c9 18 CMP #&18 ; KEY_DOWN | KEY_RETURN &167c f0 4d BEQ &16cb ; handle_player_stabbing_down &167e d0 00 BNE &1680 ; consider_fighting_without_weapon # Unnecessary code; always branches ; consider_fighting_without_weapon &1680 a5 aa LDA &aa ; player_action_keys_bitmap &1682 c9 14 CMP #&14 ; KEY_UP | KEY_RETURN &1684 f0 13 BEQ &1699 ; handle_player_punching &1686 c9 18 CMP #&18 ; KEY_DOWN | KEY_RETURN &1688 f0 19 BEQ &16a3 ; handle_player_kicking &168a 29 20 AND #&20 &168c d0 1f BNE &16ad ; handle_player_jumping ; set_player_standing &168e a9 08 LDA #&08 ; NINJA_STANDING &1690 d0 45 BNE &16d7 ; set_player_sprite # Always branches ; handle_player_crouching &1692 20 7d 21 JSR &217d ; consider_collecting_object &1695 a9 13 LDA #&13 ; NINJA_BLOCKING &1697 d0 3c BNE &16d5 ; set_player_sprite_if_not_zero # Always branches ; handle_player_punching &1699 a9 05 LDA #&05 &169b 85 6f STA &6f ; player_action_duration &169d a9 11 LDA #&11 ; ACTION_PUNCHING &169f 85 70 STA &70 ; player_action_index &16a1 d0 39 BNE &16dc ; update_player_action ; handle_player_kicking &16a3 a9 07 LDA #&07 &16a5 85 6f STA &6f ; player_action_duration &16a7 a9 00 LDA #&00 ; ACTION_KICKING &16a9 85 70 STA &70 ; player_action_index &16ab f0 2f BEQ &16dc ; update_player_action ; handle_player_jumping &16ad a9 0a LDA #&0a &16af 85 6f STA &6f ; player_action_duration &16b1 a9 07 LDA #&07 ; ACTION_JUMPING &16b3 85 70 STA &70 ; player_action_index &16b5 d0 25 BNE &16dc ; update_player_action ; handle_player_stabbing_up &16b7 a9 07 LDA #&07 &16b9 85 6f STA &6f ; player_action_duration &16bb a9 3b LDA #&3b ; ACTION_STABBING_UP &16bd 85 70 STA &70 ; player_action_index &16bf d0 1b BNE &16dc ; update_player_action ; handle_player_stabbing_across &16c1 a9 07 LDA #&07 &16c3 85 6f STA &6f ; player_action_duration &16c5 a9 41 LDA #&41 ; ACTION_STABBING_ACROSS &16c7 85 70 STA &70 ; player_action_index &16c9 d0 11 BNE &16dc ; update_player_action ; handle_player_stabbing_down &16cb a9 07 LDA #&07 &16cd 85 6f STA &6f ; player_action_duration &16cf a9 47 LDA #&47 ; ACTION_STABBING_DOWN &16d1 85 70 STA &70 ; player_action_index &16d3 d0 07 BNE &16dc ; update_player_action ; set_player_sprite_if_not_zero &16d5 f0 05 BEQ &16dc ; update_player_action # Always branches if not called at &16d5 ; set_player_sprite &16d7 85 6d STA &6d ; player_sprite ; to_check_if_player_blocked &16d9 4c 98 14 JMP &1498 ; check_if_player_blocked ; update_player_action &16dc a5 76 LDA &76 ; keys_pressed_bitmap &16de 85 89 STA &89 ; previous_keys_pressed_bitmap &16e0 e6 6e INC &6e ; player_action_timer &16e2 a5 6e LDA &6e ; player_action_timer &16e4 c5 6f CMP &6f ; player_action_duration &16e6 d0 08 BNE &16f0 ; action_is_ongoing ; action_has_finished &16e8 a9 00 LDA #&00 # Set to zero to allow player to move &16ea 85 6e STA &6e ; player_action_timer &16ec a9 08 LDA #&08 ; NINJA_STANDING &16ee d0 e7 BNE &16d7 ; set_player_sprite # Always branches ; action_is_ongoing &16f0 a4 70 LDY &70 ; player_action_index &16f2 b9 5f 17 LDA &175f,Y ; action_to_sprites_table &16f5 85 6d STA &6d ; player_sprite &16f7 e6 70 INC &70 ; player_action_index &16f9 a5 76 LDA &76 ; keys_pressed_bitmap &16fb 29 20 AND #&20 # &20 set if player is jumping &16fd f0 da BEQ &16d9 ; to_check_if_player_blocked ; handle_player_jumping &16ff a5 76 LDA &76 ; keys_pressed_bitmap &1701 29 2c AND #&2c ; JUMP_MASK &1703 c9 28 CMP #&28 ; KEY_SMALL_JUMP &1705 d0 02 BNE &1709 ; not_small_jump &1707 a2 00 LDX #&00 ; not_small_jump &1709 c9 20 CMP #&20 ; KEY_MEDIUM_JUMP &170b d0 02 BNE &170f ; not_medium_jump &170d a2 07 LDX #&07 ; not_medium_jump &170f c9 24 CMP #&24 ; KEY_LARGE_JUMP &1711 d0 02 BNE &1715 ; not_large_jump &1713 a2 0e LDX #&0e ; not_large_jump &1715 a0 00 LDY #&00 ; check_if_player_should_move_in_jump_loop &1717 a5 70 LDA &70 ; player_action_index &1719 dd 42 17 CMP &1742,X ; frame_offsets_where_player_moves_in_jump &171c f0 08 BEQ &1726 ; move_player_in_jump &171e e8 INX &171f c8 INY &1720 c0 07 CPY #&07 &1722 d0 f3 BNE &1717 ; check_if_player_should_move_in_jump_loop &1724 f0 18 BEQ &173e ; to_check_if_player_blocked # Always branches ; move_player_in_jump &1726 a4 7d LDY &7d ; player_direction &1728 b9 57 17 LDA &1757,Y ; player_movement_x_deltas &172b 18 CLC &172c 65 64 ADC &64 ; player_x &172e 85 64 STA &64 ; player_x &1730 b9 5b 17 LDA &175b,Y ; player_movement_y_deltas &1733 18 CLC &1734 65 65 ADC &65 ; player_y &1736 85 65 STA &65 ; player_y &1738 20 7f 18 JSR &187f ; check_if_player_blocked_by_obstacles &173b 20 24 19 JSR &1924 ; check_if_player_blocked_by_enemy ; to_check_if_player_blocked &173e 18 CLC # Unnecessary code &173f 4c 98 14 JMP &1498 ; check_if_player_blocked ; frame_offsets_where_player_moves_in jump &1742 08 0a 0c 0c 0c 0c 0c ; &00 medium jump &1749 08 0a 0c 0e 0e 0e 0e ; &07 large jump &1750 07 08 09 0a 0b 0c 0e ; &0e short jump ; player_movement_x_deltas ; se ne sw nw &1757 01 01 ff ff ; player_movement_y_deltas ; se ne sw nw &175b 02 fe 02 fe ; action_to_sprites_table &175f 14 14 15 15 15 15 14 ; &00 ACTION_KICKING &1766 16 16 17 17 18 18 19 19 13 13 ; &07 ACTION_JUMPING &1770 12 12 12 12 ; &11 ACTION_PUNCHING &1774 1a 1a ; (unused) &1776 1a 1a 1a 1a 1a 1a ; &17 ACTION_PAIN &177c 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 ff &178c 24 24 ; &2d ACTION_KNEELING &178e 25 25 25 25 25 25 ; &2f ACTION_HOLDING &1794 13 13 13 13 13 13 ; &35 ACTION_BLOCKING &179a 08 26 26 26 26 26 ; &3b ACTION_STABBING_UP &17a0 08 27 27 27 27 27 ; &41 ACTION_STABBING_ACROSS &17a6 08 27 28 28 28 28 ; &47 ACTION_STABBING_DOWN &17ac 27 27 ; (unused) ; consider_applying_ninja_magic_to_temporary_sprite &17ae e0 78 CPX #&78 # After generating sprite, X = &78 if player &17b0 d0 26 BNE &17d8 ; skip_applying_ninja_magic # Bug: should be &17da to add weapon for enemy &17b2 a0 00 LDY #&00 &17b4 a6 9d LDX &9d ; ninja_magic_frame &17b6 8a TXA &17b7 f0 1f BEQ &17d8 ; skip_applying_ninja_magic # Don't change colour on first of four frames &17b9 a0 00 LDY #&00 ; apply_ninja_magic_to_temporary_sprite_loop &17bb b9 c0 49 LDA &49c0,Y ; temporary_player_sprite &17be 29 0f AND #&0f # Otherwise, change colour 1 (black) &17c0 8d cf 03 STA &03cf ; nibble &17c3 18 CLC &17c4 2a ROL A # to colour 2 (red) on second and fourth frames &17c5 2a ROL A &17c6 2a ROL A &17c7 2a ROL A &17c8 e0 02 CPX #&02 &17ca d0 04 BNE &17d0 ; skip_addition &17cc 18 CLC &17cd 6d cf 03 ADC &03cf ; nibble # or colour 3 (yellow) on third of four frames ; skip_addition &17d0 99 c0 49 STA &49c0,Y ; temporary_player_sprite &17d3 c8 INY &17d4 c0 78 CPY #&78 &17d6 d0 e3 BNE &17bb ; apply_ninja_magic_to_temporary_sprite_loop ; skip_applying_ninja_magic &17d8 a2 78 LDX #&78 # Bug: should only reset X for player, not enemy &17da 4c 28 18 JMP &1828 ; add_weapon_to_temporary_player_or_enemy_sprite ; generate_temporary_player_or_enemy_sprite # Called with X = &00 to use temporary_player_sprite &17dd 85 5e STA &5e ; player_or_enemy # &78 to use temporary_enemy_sprite &17df a9 05 LDA #&05 # A = 0 if enemy, 1 if player &17e1 85 62 STA &62 ; groups ; generate_temporary_player_or_enemy_sprite_group_loop &17e3 a0 00 LDY #&00 ; generate_temporary_player_or_enemy_sprite_byte_loop &17e5 b1 60 LDA (&60),Y ; sprite_address &17e7 85 63 STA &63 ; pixel_value &17e9 a5 6a LDA &6a ; sprite_flip # &02 to flip sprite horizontally &17eb c9 02 CMP #&02 ; FLIP_HORIZONTALLY &17ed d0 10 BNE &17ff ; skip_flip &17ef 84 5f STY &5f ; tmp_y &17f1 b9 01 1a LDA &1a01,Y ; flipped_addresses &17f4 a8 TAY &17f5 b1 60 LDA (&60),Y ; sprite_address &17f7 a8 TAY &17f8 b9 00 09 LDA &0900,Y ; flipped_pixel_values &17fb 85 63 STA &63 ; pixel_value &17fd a4 5f LDY &5f ; tmp_y ; skip_flip &17ff a5 5e LDA &5e ; player_or_enemy &1801 f0 0b BEQ &180e ; skip_palette_change &1803 84 5f STY &5f ; tmp_y &1805 a4 63 LDY &63 ; pixel_value &1807 b9 b0 4a LDA &4ab0,Y ; player_palette_change_pixel_values # Remove colour 3 (yellow) from player sprite &180a 85 63 STA &63 ; pixel_value &180c a4 5f LDY &5f ; tmp_y ; skip_palette_change &180e a5 63 LDA &63 ; pixel_value &1810 9d c0 49 STA &49c0,X ; temporary_player_sprite &1813 e8 INX &1814 c8 INY &1815 c0 18 CPY #&18 &1817 d0 cc BNE &17e5 ; generate_temporary_player_or_enemy_sprite_byte_loop &1819 a9 18 LDA #&18 &181b 20 82 12 JSR &1282 ; add_to_sprite_address &181e c6 62 DEC &62 ; groups &1820 a5 62 LDA &62 ; groups &1822 d0 bf BNE &17e3 ; generate_temporary_player_or_enemy_sprite_group_loop &1824 a5 9c LDA &9c ; ninja_magic_active &1826 d0 86 BNE &17ae ; consider_applying_ninja_magic_to_temporary_sprite ; add_weapon_to_temporary_player_or_enemy_sprite &1828 18 CLC &1829 a5 58 LDA &58 ; player_or_enemy_weapon &182b 30 03 BMI &1830 ; skip_plotting_weapon &182d 20 49 1a JSR &1a49 ; plot_player_or_enemy_weapon ; skip_plotting_weapon &1830 a5 8c LDA &8c ; player_is_sinking_or_falling &1832 d0 01 BNE &1835 ; is_sinking &1834 60 RTS ; is_sinking &1835 aa TAX &1836 c9 01 CMP #&01 # Has the player just started to sink or fall? &1838 d0 05 BNE &183f ; skip_sound &183a a9 50 LDA #&50 ; &0150 = sound_0150 # Player sinking sound &183c 20 67 13 JSR &1367 ; play_sound ; skip_sound &183f a5 65 LDA &65 ; player_y &1841 18 CLC &1842 69 08 ADC #&08 &1844 85 65 STA &65 ; player_y &1846 a4 a7 LDY &a7 ; sinking_or_falling &1848 c0 04 CPY #&04 ; OBSTACLE_FALLING &184a d0 08 BNE &1854 ; wipe_bottom_of_temporary_sprite &184c e6 8c INC &8c ; player_is_sinking_or_falling &184e c9 80 CMP #&80 &1850 90 28 BCC &187a ; leave_after_delay &1852 b0 22 BCS &1876 ; leave_after_losing_all_energy # Always branches ; wipe_bottom_of_temporary_sprite &1854 a9 20 LDA #&20 ; &4a20 = temporary_player_sprite + &60 &1856 85 60 STA &60 ; sprite_address_low &1858 a9 4a LDA #&4a &185a 85 61 STA &61 ; sprite_address_high ; wipe_groups_of_temporary_sprite_loop &185c a0 00 LDY #&00 &185e 98 TYA ; wipe_group_of_temporary_sprite_loop &185f 91 60 STA (&60),Y ; sprite_address &1861 c8 INY &1862 c0 18 CPY #&18 &1864 d0 f9 BNE &185f ; wipe_group_of_temporary_sprite_loop &1866 a9 18 LDA #&18 &1868 20 8f 12 JSR &128f ; subtract_from_sprite_address &186b ca DEX &186c d0 ee BNE &185c ; wipe_groups_of_temporary_sprite_loop &186e e6 8c INC &8c ; player_is_sinking_or_falling &1870 a5 8c LDA &8c ; player_is_sinking_or_falling &1872 c9 06 CMP #&06 &1874 90 04 BCC &187a ; leave_after_delay ; leave_after_losing_all_energy &1876 a9 14 LDA #&14 ; DEATH_BY_SINKING_OR_FALLING &1878 85 7f STA &7f ; energy_to_lose ; leave_after_delay &187a a9 0a LDA #&0a &187c 4c 00 11 JMP &1100 ; delay ; check_if_player_blocked_by_obstacles &187f a9 01 LDA #&01 # Set to non-zero to indicate player &1881 85 59 STA &59 ; player_or_enemy_for_collision_check &1883 a5 64 LDA &64 ; player_x &1885 85 66 STA &66 ; sprite_x &1887 a5 65 LDA &65 ; player_y &1889 85 67 STA &67 ; sprite_y ; check_if_enemy_blocked_by_obstacles &188b a5 66 LDA &66 ; sprite_x &188d c9 1e CMP #&1e # Would the player disappear off right edge of screen? &188f 90 07 BCC &1898 ; not_blocked_by_left_or_right_of_screen &1891 c9 fe CMP #&fe # Would the player disappear off left edge of screen? &1893 b0 03 BCS &1898 ; not_blocked_by_left_or_right_of_screen &1895 20 ea 18 JSR &18ea ; undo_movement_if_player ; not_blocked_by_left_or_right_of_screen &1898 a5 67 LDA &67 ; sprite_y &189a c9 7c CMP #&7c # Would the player disappear off bottom of the screen? &189c 90 07 BCC &18a5 ; not_blocked_by_top_or_bottom_of_screen &189e c9 dc CMP #&dc # Would the player disappear off top of the screen? &18a0 b0 03 BCS &18a5 ; not_blocked_by_top_or_bottom_of_screen &18a2 20 ea 18 JSR &18ea ; undo_movement_if_player ; not_blocked_by_top_or_bottom_of_screen &18a5 a5 67 LDA &67 ; sprite_y &18a7 18 CLC &18a8 69 27 ADC #&27 &18aa 85 67 STA &67 ; sprite_y &18ac c9 80 CMP #&80 &18ae 90 06 BCC &18b6 ; not_clipped_by_top_or_bottom_of_screen &18b0 c9 dc CMP #&dc &18b2 b0 51 BCS &1905 ; clip_sprite_y_to_top &18b4 90 55 BCC &190b ; clip_sprite_y_to_bottom ; not_clipped_by_top_or_bottom_of_screen &18b6 e6 66 INC &66 ; sprite_x &18b8 a5 66 LDA &66 ; sprite_x &18ba c9 1e CMP #&1e &18bc 90 06 BCC &18c4 ; not_clipped_by_left_or_right_of_screen &18be c9 fd CMP #&fd &18c0 90 55 BCC &1917 ; clip_sprite_x_to_right &18c2 b0 4d BCS &1911 ; clip_sprite_x_to_left ; not_clipped_by_left_or_right_of_screen &18c4 20 d2 20 JSR &20d2 ; calculate_obstacle_table_offset # Returns obstacle table offset in Y &18c7 18 CLC &18c8 b9 00 0b LDA &0b00,Y ; obstacle_table &18cb c9 01 CMP #&01 ; OBSTACLE_BLOCK &18cd f0 1b BEQ &18ea ; undo_movement_if_player &18cf a5 6e LDA &6e ; player_action_timer &18d1 f0 0a BEQ &18dd &18d3 a5 70 LDA &70 ; player_action_index &18d5 c9 07 CMP #&07 ; ACTION_JUMPING # If not jumping. &18d7 90 04 BCC &18dd ; check_for_sinking_and_falling &18d9 c9 11 CMP #&11 ; ACTION_PUNCHING &18db 30 0b BMI &18e8 ; leave_with_carry_clear ; check_for_sinking_and_falling &18dd b9 00 0b LDA &0b00,Y ; obstacle_table &18e0 c9 02 CMP #&02 ; OBSTACLE_SINK # check if player is sinking &18e2 f0 39 BEQ &191d ; set_player_sinking_or_falling &18e4 c9 04 CMP #&04 ; OBSTACLE_FALL # or falling &18e6 f0 35 BEQ &191d ; set_player_sinking_or_falling ; leave_with_carry_clear &18e8 18 CLC # Leave with carry clear to indicate no obstacle &18e9 60 RTS ; undo_movement_if_player &18ea a5 59 LDA &59 ; player_or_enemy_for_collision_check &18ec d0 02 BNE &18f0 ; undo_player_movement &18ee 38 SEC # Leave with carry set to indicate obstacle &18ef 60 RTS ; undo_player_movement &18f0 a5 77 LDA &77 ; previous_player_x &18f2 85 64 STA &64 ; player_x &18f4 a5 78 LDA &78 ; previous_player_y &18f6 85 65 STA &65 ; player_y &18f8 a5 6e LDA &6e ; player_action_timer &18fa d0 ec BNE &18e8 ; leave_with_carry_clear &18fc c6 6d DEC &6d ; player_sprite &18fe a5 6d LDA &6d ; player_sprite &1900 29 07 AND #&07 &1902 85 6d STA &6d ; player_sprite &1904 60 RTS ; clip_sprite_y_to_top &1905 a9 00 LDA #&00 &1907 85 67 STA &67 ; sprite_y &1909 f0 ab BEQ &18b6 ; not_clipped_by_top_or_bottom_of_screen # Always branches ; clip_sprite_y_to_bottom &190b a9 7f LDA #&7f &190d 85 67 STA &67 ; sprite_y &190f d0 a5 BNE &18b6 ; not_clipped_by_top_or_bottom_of_screen # Always branches ; clip_sprite_x_to_left &1911 a9 00 LDA #&00 &1913 85 66 STA &66 ; sprite_x &1915 f0 ad BEQ &18c4 ; not_clipped_by_left_or_right_of_screen # Always branches ; clip_sprite_x_to_right &1917 a9 1d LDA #&1d &1919 85 66 STA &66 ; sprite_x &191b d0 a7 BNE &18c4 ; not_clipped_by_left_or_right_of_screen # Always branches ; set_player_sinking_or_falling &191d 85 a7 STA &a7 ; sinking_or_falling &191f a9 01 LDA #&01 &1921 85 8c STA &8c ; player_is_sinking_or_falling &1923 60 RTS ; check_if_player_blocked_by_enemy &1924 a5 8f LDA &8f ; enemy_or_object_type &1926 c9 ff CMP #&ff ; OBJECT_NONE &1928 f0 be BEQ &18e8 ; leave_with_carry_clear &192a c9 10 CMP #&10 ; OBJECT_ENEMY &192c 90 ba BCC &18e8 ; leave_with_carry_clear ; check_if_enemy_blocked_by_player &192e a5 64 LDA &64 ; player_x &1930 10 02 BPL &1934 ; skip_x_floor &1932 a9 00 LDA #&00 ; skip_x_floor &1934 85 62 STA &62 ; player_x_clipped &1936 a5 79 LDA &79 ; enemy_or_object_x &1938 38 SEC &1939 e9 03 SBC #&03 &193b c9 fa CMP #&fa &193d b0 04 BCS &1943 ; skip_left_check &193f c5 62 CMP &62 ; player_x_clipped &1941 b0 a5 BCS &18e8 ; leave_with_carry_clear ; skip_left_check &1943 18 CLC &1944 69 05 ADC #&05 &1946 c5 62 CMP &62 ; player_x_clipped &1948 90 9e BCC &18e8 ; leave_with_carry_clear &194a a5 65 LDA &65 ; player_y &194c 10 02 BPL &1950 ; skip_y_floor &194e a9 00 LDA #&00 ; skip_y_floor &1950 85 63 STA &63 ; player_y_clipped &1952 a5 7a LDA &7a ; enemy_or_object_y &1954 38 SEC &1955 e9 28 SBC #&28 &1957 c9 80 CMP #&80 &1959 b0 04 BCS &195f ; skip_top_check &195b c5 63 CMP &63 ; player_y_clipped &195d b0 89 BCS &18e8 ; leave_with_carry_clear ; skip_top_check &195f 18 CLC &1960 69 50 ADC #&50 &1962 c5 63 CMP &63 ; player_y_clipped &1964 90 82 BCC &18e8 ; leave_with_carry_clear &1966 b0 82 BCS &18ea ; undo_movement_if_player # Always branches ; copy_buffer_to_screen &1968 85 62 STA &62 ; buffer_address_low &196a a2 05 LDX #&05 &196c 86 63 STX &63 ; buffer_address_high &196e e8 INX &196f a5 68 LDA &68 ; screen_address_low &1971 85 88 STA &88 ; previous_screen_address_low &1973 a5 69 LDA &69 ; screen_address_high &1975 85 73 STA &73 ; previous_screen_address_high ; copy_buffer_to_screen_group_loop &1977 a0 00 LDY #&00 ; copy_buffer_to_screen_byte_loop &1979 b1 62 LDA (&62),Y ; buffer_address &197b 91 68 STA (&68),Y ; screen_address &197d c8 INY &197e c0 18 CPY #&18 &1980 d0 f7 BNE &1979 ; copy_buffer_to_screen_byte_loop &1982 20 e0 11 JSR &11e0 ; move_down_a_group &1985 a5 62 LDA &62 ; buffer_address_low &1987 18 CLC &1988 69 18 ADC #&18 &198a 85 62 STA &62 ; buffer_address_low &198c a5 63 LDA &63 ; buffer_address_high &198e 69 00 ADC #&00 &1990 85 63 STA &63 ; buffer_address_high &1992 ca DEX &1993 d0 e2 BNE &1977 ; copy_buffer_to_screen_group_loop ; restore_previous_screen_address &1995 a5 88 LDA &88 ; previous_screen_address_low &1997 85 68 STA &68 ; screen_address_low &1999 a5 73 LDA &73 ; previous_screen_address_high &199b 85 69 STA &69 ; screen_address_high &199d 60 RTS ; copy_screen_to_buffer &199e 85 62 STA &62 ; buffer_address_low &19a0 a2 05 LDX #&05 &19a2 86 63 STX &63 ; buffer_address_high &19a4 e8 INX &19a5 a5 68 LDA &68 ; screen_address_low &19a7 85 88 STA &88 ; previous_screen_address_low &19a9 a5 69 LDA &69 ; screen_address_high &19ab 85 73 STA &73 ; previous_screen_address_high ; copy_screen_to_buffer_group_loop &19ad a0 00 LDY #&00 ; copy_screen_to_buffer_byte_loop &19af b1 68 LDA (&68),Y ; screen_address &19b1 91 62 STA (&62),Y ; buffer_address &19b3 c8 INY &19b4 c0 18 CPY #&18 &19b6 d0 f7 BNE &19af ; copy_screen_to_buffer_byte_loop &19b8 20 e0 11 JSR &11e0 ; move_down_a_group &19bb a5 62 LDA &62 &19bd 18 CLC &19be 69 18 ADC #&18 &19c0 85 62 STA &62 ; buffer_address_low &19c2 a5 63 LDA &63 ; buffer_address_high &19c4 69 00 ADC #&00 &19c6 85 63 STA &63 ; buffer_address_high &19c8 ca DEX &19c9 d0 e2 BNE &19ad ; copy_screen_to_buffer_group_loop &19cb f0 c8 BEQ &1995 ; restore_previous_screen_address # Always branches ; key_codes &19cd 9e ; &01 : Z T &19ce bd ; &02 : X ; KEY_RIGHT &19cf b7 ; &04 : * ; KEY_UP &19d0 97 ; &08 : ? ; KEY_DOWN &19d1 b6 ; &10 : RETURN ; KEY_RETURN &19d2 80 ; &20 : (none) # &20 used to indicate jumps &19d3 de ; &40 : W ; KEY_W # W does nothing except to block other actions &19d4 ab ; &80 : H ; KEY_H ; Z Z Z Z Z ; X X X X X ; * * * * ; / / / ; player_movement_y # &0a indicates player not moving ; 0 1 2 3 4 5 6 7 8 9 a &19d5 0a ff 01 0a ff ff ff 0a 01 01 01 ; player_movement_x ; 0 1 2 3 4 5 6 7 8 9 a &19e0 00 ff 01 00 01 ff 01 00 ff ff 01 ; player_movement_directions ; 0 1 2 3 4 5 6 7 8 9 a &19eb ff 03 00 ff 01 03 01 ff 02 02 00 ; unused # &02 if moving SW or NW, &01 otherwise &19f6 01 02 01 01 01 02 01 01 02 02 01 ; flipped_addresses &1a01 10 11 12 13 14 15 16 17 &1a09 08 09 0a 0b 0c 0d 0e 0f &1a11 00 01 02 03 04 05 06 07 ; plot_or_unplot_weapon # Called with Y = 0 to unplot, 1 to plot &1a19 85 66 STA &66 ; sprite_x &1a1b bd b5 0c LDA &0cb5,X ; weapons_y &1a1e 85 63 STA &63 ; y &1a20 a5 62 LDA &62 ; using_x # Zero if plotting or unplotting from bottom section &1a22 f0 04 BEQ &1a28 ; skip_setting_y &1a24 a9 3e LDA #&3e &1a26 85 63 STA &63 ; y ; skip_setting_y &1a28 a5 63 LDA &63 ; y &1a2a 85 67 STA &67 ; sprite_y &1a2c bd ba 0c LDA &0cba,X ; weapons_sprite_sizes &1a2f 85 7c STA &7c ; sprite_size &1a31 bd bf 0c LDA &0cbf,X ; weapons_sprite_addresses_low &1a34 85 60 STA &60 ; sprite_address_low &1a36 bd c4 0c LDA &0cc4,X ; weapons_sprite_addresses_high &1a39 85 61 STA &61 ; sprite_address_high &1a3b 98 TYA &1a3c d0 08 BNE &1a46 ; unplot_using &1a3e bd c9 0c LDA &0cc9,X ; weapons_carried &1a41 f0 03 BEQ &1a46 ; unplot_using &1a43 4c fe 11 JMP &11fe ; calculate_screen_address_and_plot_sprite_group ; unplot_using &1a46 4c a0 12 JMP &12a0 ; unplot_status_sprite ; plot_player_or_enemy_weapon # Called with A = weapon type, X = sprite offset &1a49 a8 TAY &1a4a 8a TXA &1a4b 38 SEC &1a4c e9 78 SBC #&78 &1a4e 85 aa STA &aa ; temporary_sprite_offset &1a50 a6 57 LDX &57 ; player_or_enemy_variable_offset &1a52 b5 7d LDA &7d,X ; player_or_enemy_direction &1a54 6a ROR A &1a55 90 05 BCC &1a5c ; not_facing_backwards &1a57 98 TYA &1a58 18 CLC &1a59 69 0c ADC #&0c &1a5b a8 TAY ; not_facing_backwards &1a5c 84 ab STY &ab ; weapon_sprite_frame &1a5e a0 00 LDY #&00 ; consider_adding_weapon_loop &1a60 b5 6d LDA &6d,X ; player_or_enemy_sprite &1a62 d9 c9 1a CMP &1ac9,Y ; frames_with_weapons &1a65 d0 0a BNE &1a71 ; consider_next_frame &1a67 a5 ab LDA &ab ; weapon_sprite_frame &1a69 18 CLC &1a6a 79 cd 1a ADC &1acd,Y ; weapon_base_sprite_offsets &1a6d a8 TAY &1a6e 4c 77 1a JMP &1a77 ; add_weapon_to_temporary_sprite ; consider_next_frame &1a71 c8 INY &1a72 c0 04 CPY #&04 &1a74 d0 ea BNE &1a60 ; consider_adding_weapon_loop &1a76 60 RTS ; add_weapon_to_temporary_sprite &1a77 a6 aa LDX &aa ; temporary_sprite_offset &1a79 c8 INY &1a7a a9 70 LDA #&70 ; &4270 = ninja_weapon_sprites - &48 &1a7c 85 60 STA &60 ; sprite_address_low &1a7e a9 42 LDA #&42 &1a80 85 61 STA &61 ; sprite_address_high ; calculate_weapon_address_loop &1a82 a9 48 LDA #&48 &1a84 20 82 12 JSR &1282 ; add_to_sprite_address &1a87 88 DEY &1a88 d0 f8 BNE &1a82 ; calculate_address_loop &1a8a a9 03 LDA #&03 &1a8c 85 62 STA &62 ; groups ; add_weapon_to_temporary_sprite_group_loop &1a8e a0 00 LDY #&00 ; add_weapon_to_temporary_sprite_byte_loop &1a90 84 5f STY &5f ; tmp_y &1a92 b1 60 LDA (&60),Y ; sprite_address &1a94 85 63 STA &63 ; pixel_value &1a96 a5 6a LDA &6a ; sprite_flip &1a98 c9 02 CMP #&02 ; FLIP_HORIZONTALLY &1a9a d0 0c BNE &1aa8 ; skip_flip &1a9c b9 01 1a LDA &1a01,Y ; flipped_addresses &1a9f a8 TAY &1aa0 b1 60 LDA (&60),Y ; sprite_address &1aa2 a8 TAY &1aa3 b9 00 09 LDA &0900,Y ; flipped_pixel_values &1aa6 85 63 STA &63 ; pixel_value ; skip_flip &1aa8 bd c0 49 LDA &49c0,X ; temporary_player_sprite &1aab a4 63 LDY &63 ; pixel_value &1aad 39 00 0a AND &0a00,Y ; mask_pixel_values &1ab0 05 63 ORA &63 ; pixel_value &1ab2 9d c0 49 STA &49c0,X ; temporary_player_sprite &1ab5 a4 5f LDY &5f ; tmp_y &1ab7 e8 INX &1ab8 c8 INY &1ab9 c0 18 CPY #&18 &1abb d0 d3 BNE &1a90 ; add_weapon_to_temporary_sprite_byte_loop &1abd a9 18 LDA #&18 &1abf 20 82 12 JSR &1282 ; add_to_sprite_address &1ac2 c6 62 DEC &62 ; groups &1ac4 a5 62 LDA &62 ; groups &1ac6 d0 c6 BNE &1a8e ; add_weapon_to_temporary_sprite_group_loop &1ac8 60 RTS ; frames_with_weapons &1ac9 08 ; NINJA_STANDING &1aca 26 ; NINJA_STABBING_UP &1acb 27 ; NINJA_STABBING_ACROSS &1acc 28 ; NINJA_STABBING_DOWN ; weapon_base_sprite_offsets &1acd 00 03 06 09 ; consider_updating_enemy &1ad1 a5 8f LDA &8f ; enemy_or_object_type &1ad3 c9 10 CMP #&10 ; OBJECT_ENEMY &1ad5 90 04 BCC &1adb ; to_consider_playing_sound_for_actions &1ad7 c9 ff CMP #&ff ; OBJECT_NONE &1ad9 d0 03 BNE &1ade ; update_enemy ; to_consider_playing_sound_for_actions &1adb 4c 13 1d JMP &1d13 ; consider_playing_sound_for_actions ; update_enemy &1ade a5 79 LDA &79 ; enemy_or_object_x &1ae0 85 90 STA &90 ; previous_enemy_or_object_x &1ae2 a5 7a LDA &7a ; enemy_or_object_y &1ae4 85 7b STA &7b ; previous_enemy_or_object_y &1ae6 a5 8f LDA &8f ; enemy_or_object_type &1ae8 c9 c8 CMP #&c8 ; OBJECT_FOUNTAIN &1aea d0 03 BNE &1aef ; not_fountain &1aec 4c e2 1e JMP &1ee2 ; plot_fountain_water ; not_fountain &1aef e6 8e INC &8e ; enemy_timer &1af1 a5 8e LDA &8e ; enemy_timer &1af3 29 03 AND #&03 &1af5 85 8e STA &8e ; enemy_timer &1af7 a5 83 LDA &83 ; enemy_action_timer # Has the enemy finished their previous action? &1af9 f0 03 BEQ &1afe ; consider_new_action_for_enemy &1afb 4c 6c 1c JMP &1c6c ; finished_enemy_attack ; consider_new_action_for_enemy &1afe a6 8e LDX &8e ; enemy_timer &1b00 a5 8f LDA &8f ; enemy_or_object_type &1b02 c9 14 CMP #&14 ; OBJECT_ENEMY | ENEMY_FAST &1b04 b0 05 BCS &1b0b ; not_slow ; is_slow_enemy &1b06 8a TXA &1b07 f0 0d BEQ &1b16 ; enemy_is_ready_for_new_action # Consider slow enemy one in four frames &1b09 d0 d0 BNE &1adb ; to_consider_playing_sound_for_actions # Always branches ; not_slow &1b0b c9 18 CMP #&18 ; OBJECT_ENEMY | ENEMY_VERY_FAST &1b0d b0 07 BCS &1b16 ; enemy_is_ready_for_new_action &1b0f 8a TXA &1b10 f0 04 BEQ &1b16 ; enemy_is_ready_for_new_action # Consider fast enemy one in two frames &1b12 c9 02 CMP #&02 &1b14 d0 c5 BNE &1adb ; to_consider_playing_sound_for_actions ; enemy_is_ready_for_new_action # Consider very fast enemy every frame &1b16 a2 00 LDX #&00 ; DIRECTION_SE &1b18 a5 64 LDA &64 ; player_x # Consider moving enemy towards player &1b1a 10 02 BPL &1b1e ; skip_floor &1b1c a9 00 LDA #&00 ; skip_floor &1b1e c5 79 CMP &79 ; enemy_or_object_x &1b20 f0 15 BEQ &1b37 ; skip_changing_direction # Don't change direction if horizontal with player &1b22 b0 02 BCS &1b26 ; enemy_is_left_of_player ; enemy_is_right_of_player &1b24 a2 02 LDX #&02 ; DIRECTION_SW ; enemy_is_left_of_player &1b26 a5 65 LDA &65 ; player_y &1b28 c5 7a CMP &7a ; enemy_or_object_y &1b2a f0 0b BEQ &1b37 ; skip_changing_direction # Don't change direction if vertical with player &1b2c c9 f0 CMP #&f0 &1b2e b0 04 BCS &1b34 ; enemy_is_below_player &1b30 c5 7a CMP &7a ; enemy_or_object_y &1b32 b0 01 BCS &1b35 ; enemy_is_above_player ; enemy_is_below_player &1b34 e8 INX ; DIRECTION_NE - DIRECTION_SE # Move northeast or northwest if enemy below player ; enemy_is_above_player &1b35 86 92 STX &92 ; enemy_direction ; skip_changing_direction &1b37 20 b6 1e JSR &1eb6 ; check_if_enemy_can_attack_player # Returns carry set if enemy close enough to attack &1b3a 90 03 BCC &1b3f ; move_enemy_towards_player &1b3c 4c 2f 1c JMP &1c2f ; enemy_attacks_player ; move_enemy_towards_player &1b3f e6 82 INC &82 ; enemy_sprite &1b41 a5 82 LDA &82 ; enemy_sprite &1b43 29 07 AND #&07 &1b45 85 82 STA &82 ; enemy_sprite &1b47 6a ROR A &1b48 b0 08 BCS &1b52 ; skip_moving_enemy_in_x # Move enemy horizontally one in two frames &1b4a a5 79 LDA &79 ; enemy_or_object_x &1b4c 18 CLC &1b4d 7d 02 1d ADC &1d02,X ; enemy_movement_x_deltas &1b50 85 79 STA &79 ; enemy_or_object_x ; skip_moving_enemy_in_x &1b52 a5 79 LDA &79 ; enemy_or_object_x &1b54 85 66 STA &66 ; sprite_x &1b56 a5 7a LDA &7a ; enemy_or_object_y &1b58 18 CLC &1b59 7d 06 1d ADC &1d06,X ; enemy_movement_y_deltas &1b5c 85 7a STA &7a ; enemy_or_object_y &1b5e 85 67 STA &67 ; sprite_y &1b60 a9 00 LDA #&00 # Set to zero to indicate enemy &1b62 85 59 STA &59 ; player_or_enemy_for_collision_check &1b64 20 2e 19 JSR &192e ; check_if_enemy_blocked_by_player # Returns carry set if enemy blocked by player &1b67 90 09 BCC &1b72 ; enemy_can_move &1b69 a5 8f LDA &8f ; enemy_or_object_type &1b6b c9 1c CMP #&1c ; OBJECT_ENEMY | ENEMY_BOSS &1b6d f0 03 BEQ &1b72 ; enemy_can_move # Boss enemy cannot be blocked by player &1b6f 4c 0f 1c JMP &1c0f ; consider_enemy_attack_from_previous_position ; enemy_can_move &1b72 20 8b 18 JSR &188b ; check_if_enemy_blocked_by_obstacles # Returns carry set if enemy blocked by obstacles &1b75 90 03 BCC &1b7a ; plot_enemy &1b77 4c fc 1b JMP &1bfc ; update_enemy_animation_from_previous_position ; plot_enemy &1b7a a6 92 LDX &92 ; enemy_direction &1b7c bd 7a 15 LDA &157a,X ; direction_flips &1b7f 85 6a STA &6a ; sprite_flip &1b81 a6 82 LDX &82 ; enemy_sprite &1b83 e0 1a CPX #&1a ; NINJA_PAIN &1b85 f0 18 BEQ &1b9f ; skip_backwards_check &1b87 e0 23 CPX #&23 ; NINJA_DEAD &1b89 f0 14 BEQ &1b9f ; skip_backwards_check &1b8b e0 ff CPX #&ff ; NINJA_GONE &1b8d d0 05 BNE &1b94 ; check_if_enemy_is_facing_backwards &1b8f 86 8f STX &8f ; enemy_or_object_type # Set to &ff to remove enemy after dying &1b91 4c 18 1d JMP &1d18 ; consider_playing_sound_for_actions_without_vsync ; check_if_enemy_is_facing_backwards &1b94 a5 92 LDA &92 ; enemy_direction &1b96 18 CLC &1b97 6a ROR A &1b98 90 05 BCC &1b9f ; not_facing_backwards &1b9a 8a TXA &1b9b 18 CLC &1b9c 69 09 ADC #&09 ; NINJA_RUNNING_BACK - NINJA_RUNNING &1b9e aa TAX ; not_facing_backwards ; skip_backwards_check &1b9f a5 8f LDA &8f ; enemy_or_object_type &1ba1 c9 1c CMP #&1c ; OBJECT_ENEMY | ENEMY_BOSS &1ba3 d0 03 BNE &1ba8 ; plot_enemy_ninja &1ba5 4c 91 13 JMP &1391 ; generate_temporary_enemy_sprite_for_boss # Returns to plot_enemy_from_temporary_sprite ; plot_enemy_ninja &1ba8 bd b0 4b LDA &4bb0,X ; ninja_sprite_addresses_low &1bab 85 60 STA &60 ; sprite_address_low &1bad bd e8 4b LDA &4be8,X ; ninja_sprite_addresses_high &1bb0 85 61 STA &61 ; sprite_address_high &1bb2 a9 15 LDA #&15 ; OFFSET_ENEMY &1bb4 85 57 STA &57 ; player_or_enemy_variable_offset &1bb6 a5 8f LDA &8f ; enemy_or_object_type &1bb8 29 03 AND #&03 ; ENEMY_WEAPON_MASK # Low two bits of enemy type set weapon &1bba a8 TAY # 0: no weapon, 1: nunchaku, 2: sword, 3: stick &1bbb 88 DEY &1bbc 84 58 STY &58 ; player_or_enemy_weapon &1bbe a2 78 LDX #&78 ; temporary_enemy_sprite - temporary_player_sprite &1bc0 a9 00 LDA #&00 &1bc2 20 dd 17 JSR &17dd ; generate_temporary_player_or_enemy_sprite ; plot_enemy_from_temporary_sprite &1bc5 a9 18 LDA #&18 &1bc7 85 7c STA &7c ; sprite_size &1bc9 a5 90 LDA &90 ; previous_enemy_or_object_x &1bcb 85 66 STA &66 ; sprite_x &1bcd a5 7b LDA &7b ; previous_enemy_or_object_y &1bcf 85 67 STA &67 ; sprite_y &1bd1 20 ae 11 JSR &11ae ; calculate_screen_address &1bd4 a9 13 LDA #&13 ; Wait for vertical retrace &1bd6 20 f4 ff JSR &fff4 ; OSBYTE &1bd9 a9 f0 LDA #&f0 ; &05f0 = enemy_or_object_back_buffer &1bdb 20 68 19 JSR &1968 ; copy_buffer_to_screen # Unplot previous enemy sprite &1bde a5 79 LDA &79 ; enemy_or_object_x &1be0 85 66 STA &66 ; sprite_x &1be2 a5 7a LDA &7a ; enemy_or_object_y &1be4 85 67 STA &67 ; sprite_y &1be6 20 ae 11 JSR &11ae ; calculate_screen_address &1be9 a9 f0 LDA #&f0 ; &05f0 = enemy_or_object_back_buffer &1beb 20 9e 19 JSR &199e ; copy_screen_to_buffer # Store screen behind enemy's new position &1bee a9 38 LDA #&38 ; &4a38 = temporary_enemy_sprite &1bf0 85 60 STA &60 ; sprite_address_low &1bf2 a9 4a LDA #&4a &1bf4 85 61 STA &61 ; sprite_address_high &1bf6 20 45 15 JSR &1545 ; plot_sprite_clipping_at_bottom_of_screen # Plot enemy in new position &1bf9 4c 18 1d JMP &1d18 ; consider_playing_sound_for_actions_without_vsync ; update_enemy_animation_from_previous_position &1bfc a5 90 LDA &90 ; previous_enemy_or_object_x &1bfe 85 79 STA &79 ; enemy_or_object_x &1c00 a5 7b LDA &7b ; previous_enemy_or_object_y &1c02 85 67 STA &67 ; sprite_y ; update_enemy_animation_and_plot_enemy &1c04 e6 82 INC &82 ; enemy_sprite &1c06 a5 82 LDA &82 ; enemy_sprite &1c08 29 07 AND #&07 &1c0a 85 82 STA &82 ; enemy_sprite &1c0c 4c 7a 1b JMP &1b7a ; plot_enemy ; consider_enemy_attack_from_previous_position &1c0f a5 90 LDA &90 ; previous_enemy_or_object_x &1c11 85 79 STA &79 ; enemy_or_object_x &1c13 a5 65 LDA &65 ; player_y &1c15 38 SEC &1c16 e9 08 SBC #&08 &1c18 c9 f0 CMP #&f0 &1c1a b0 04 BCS &1c20 ; skip_top_check &1c1c c5 7a CMP &7a ; enemy_or_object_y &1c1e b0 e4 BCS &1c04 ; update_enemy_animation_and_plot_enemy ; skip_top_check &1c20 18 CLC &1c21 69 10 ADC #&10 &1c23 c5 7a CMP &7a ; enemy_or_object_y &1c25 90 d5 BCC &1bfc ; update_enemy_animation_from_previous_position ; set_enemy_standing_and_attack &1c27 a9 08 LDA #&08 ; NINJA_STANDING &1c29 85 82 STA &82 ; enemy_sprite &1c2b a9 01 LDA #&01 &1c2d 85 83 STA &83 ; enemy_action_timer ; enemy_attacks_player &1c2f a5 8f LDA &8f ; enemy_or_object_type &1c31 29 03 AND #&03 ; ENEMY_WEAPON_MASK &1c33 f0 03 BEQ &1c38 ; handle_enemy_fighting_without_weapon &1c35 4c d1 1c JMP &1cd1 ; handle_enemy_fighting_with_weapon ; handle_enemy_fighting_without_weapon # If the enemy is fighting without a weapon, &1c38 20 74 13 JSR &1374 ; rnd &1c3b 29 07 AND #&07 &1c3d c5 9a CMP &9a ; level &1c3f 90 6b BCC &1cac ; consider_thwarting_player_attack # (level - 1) in 8 chance of thwarting player ; set_enemy_randomly_attacking &1c41 20 74 13 JSR &1374 ; rnd &1c44 29 03 AND #&03 &1c46 f0 12 BEQ &1c5a ; set_enemy_blocking # 1 in 4 chance to block &1c48 c9 01 CMP #&01 &1c4a f0 18 BEQ &1c64 ; set_enemy_punching # 1 in 4 chance to punch &1c4c c9 02 CMP #&02 &1c4e d0 49 BNE &1c99 ; set_enemy_standing # 1 in 4 chance to kick ; set_enemy_kicking &1c50 a9 07 LDA #&07 &1c52 85 84 STA &84 ; enemy_action_duration &1c54 a9 00 LDA #&00 ; ACTION_KICKING &1c56 85 85 STA &85 ; enemy_action_index &1c58 f0 12 BEQ &1c6c ; finished_enemy_attack # Always branches ; set_enemy_blocking &1c5a a9 06 LDA #&06 &1c5c 85 84 STA &84 ; enemy_action_duration &1c5e a9 35 LDA #&35 ; ACTION_BLOCKING &1c60 85 85 STA &85 ; enemy_action_index &1c62 d0 08 BNE &1c6c ; finished_enemy_attack # Always branches ; set_enemy_punching &1c64 a9 05 LDA #&05 &1c66 85 84 STA &84 ; enemy_action_duration &1c68 a9 11 LDA #&11 ; ACTION_PUNCHING &1c6a 85 85 STA &85 ; enemy_action_index ; finished_enemy_attack &1c6c a5 82 LDA &82 ; enemy_sprite &1c6e c9 1a CMP #&1a ; NINJA_PAIN &1c70 d0 10 BNE &1c82 ; skip_ignoring_pain &1c72 a5 93 LDA &93 ; enemy_energy &1c74 c9 ff CMP #&ff &1c76 f0 0a BEQ &1c82 ; skip_ignoring_pain &1c78 20 74 13 JSR &1374 ; rnd &1c7b a4 9a LDY &9a ; level &1c7d d9 56 22 CMP &2256,Y ; enemy_ignores_pain_probabilities - 1 &1c80 b0 a5 BCS &1c27 ; set_enemy_standing_and_attack # Enemies get tougher on later levels ; skip_ignoring_pain &1c82 e6 83 INC &83 ; enemy_action_timer &1c84 a5 83 LDA &83 ; enemy_action_timer &1c86 c5 84 CMP &84 ; enemy_action_duration &1c88 d0 16 BNE &1ca0 ; not_end_of_action ; end_of_action &1c8a a4 85 LDY &85 ; enemy_action_index &1c8c a9 00 LDA #&00 &1c8e 85 83 STA &83 ; enemy_action_timer &1c90 85 85 STA &85 ; enemy_action_index &1c92 c0 17 CPY #&17 ; ACTION_PAIN &1c94 d0 03 BNE &1c99 ; set_enemy_standing &1c96 4c 2f 1c JMP &1c2f ; enemy_attacks_player ; set_enemy_standing &1c99 a9 08 LDA #&08 ; NINJA_STANDING &1c9b 85 82 STA &82 ; enemy_sprite &1c9d 4c 7a 1b JMP &1b7a ; plot_enemy ; not_end_of_action &1ca0 a4 85 LDY &85 ; enemy_action_index &1ca2 b9 5f 17 LDA &175f,Y ; action_to_sprites_table &1ca5 85 82 STA &82 ; enemy_sprite &1ca7 e6 85 INC &85 ; enemy_action_index &1ca9 4c 7a 1b JMP &1b7a ; plot_enemy ; consider_thwarting_player_attack &1cac a2 00 LDX #&00 ; consider_thwarting_player_attack_loop &1cae bd 2e 1f LDA &1f2e,X ; thwartable_player_attack_sprites &1cb1 c5 6d CMP &6d ; player_sprite &1cb3 f0 07 BEQ &1cbc ; thwart_player_attack &1cb5 e8 INX &1cb6 e0 0c CPX #&0c &1cb8 d0 f4 BNE &1cae ; consider_thwarting_player_attack_loop &1cba f0 85 BEQ &1c41 ; set_enemy_randomly_attacking # Always branches ; thwart_player_attack &1cbc aa TAX &1cbd 6a ROR A # Get player attack type &1cbe 18 CLC &1cbf f0 99 BEQ &1c5a ; set_enemy_blocking # &00 for NINJA_BLOCKING &1cc1 c9 01 CMP #&01 &1cc3 f0 9f BEQ &1c64 ; set_enemy_punching # &01 for NINJA_KICKING &1cc5 c9 02 CMP #&02 &1cc7 f0 91 BEQ &1c5a ; set_enemy_blocking # &02 for NINJA_KICKING_FRAME_TWO &1cc9 20 74 13 JSR &1374 ; rnd &1ccc 10 96 BPL &1c64 ; set_enemy_punching # otherwise NINJA_STABBING_{UP|ACROSS|DOWN} &1cce 4c 5a 1c JMP &1c5a ; set_enemy_blocking ; handle_enemy_fighting_with_weapon &1cd1 a9 07 LDA #&07 &1cd3 85 84 STA &84 ; enemy_action_duration &1cd5 20 74 13 JSR &1374 ; rnd &1cd8 a4 9a LDY &9a ; level &1cda d9 f2 1c CMP &1cf2,Y ; enemy_attack_probabilities &1cdd 90 ba BCC &1c99 ; set_enemy_standing &1cdf 20 74 13 JSR &1374 ; rnd &1ce2 29 03 AND #&03 &1ce4 f0 c6 BEQ &1cac ; skip_changing_attack # 1 in 4 chance of keeping previous attack &1ce6 a8 TAY &1ce7 b9 ee 1c LDA &1cee,Y ; stabbing_attacks - 1 # Otherwise, pick new attack at random &1cea 85 85 STA &85 ; enemy_action_index ; skip_changing_attack &1cec 4c 6c 1c JMP &1c6c ; finished_enemy_attack ; stabbing_attacks &1cef 3b ; ACTION_STABBING_UP &1cf0 41 ; ACTION_STABBING_ACROSS &1cf1 47 ; ACTION_STABBING_DOWN ; enemy_attack_probabilities ; 0 1 2 3 4 5 &1cf2 2e 2a 26 22 1d 15 ; actions_with_sound &1cf8 02 ; ACTION_KICKING + 2 &1cf9 12 ; ACTION_PUNCHING + 1 &1cfa 3c ; ACTION_STABBING_UP + 1 &1cfb 42 ; ACTION_STABBING_ACROSS + 1 &1cfc 48 ; ACTION_STABBING_DOWN + 1 ; sounds_for_actions &1cfd 48 ; &0148 = sound_0148 # Kicking sound &1cfe 40 ; &0140 = sound_0140 # Punching sound &1cff 78 ; &0178 = sound_0178 # Stabbing up sound &1d00 78 ; &0178 = sound_0178 # Stabbing across sound &1d01 88 ; &0188 = sound_0188 # Stabbing down sound ; enemy_movement_x_deltas ; se ne sw nw &1d02 01 01 ff ff ; enemy_movement_y_deltas ; se ne sw nw &1d06 01 ff 01 ff ; play_sound_for_action &1d0a bd fd 1c LDA &1cfd,X ; sounds_for_actions &1d0d 20 67 13 JSR &1367 ; play_sound &1d10 4c 36 1d JMP &1d36 ; consider_updating_projectile ; consider_playing_sound_for_actions &1d13 a9 13 LDA #&13 ; Wait for vertical retrace &1d15 20 f4 ff JSR &fff4 ; OSBYTE ; consider_playing_sound_for_actions_without_vsync &1d18 a2 00 LDX #&00 ; consider_playing_sound_for_actions_loop &1d1a bd f8 1c LDA &1cf8,X ; actions_with_sound &1d1d c5 70 CMP &70 ; player_action_index &1d1f f0 e9 BEQ &1d0a ; play_sound_for_action # Play sound for player action &1d21 a4 8f LDY &8f ; enemy_or_object_type &1d23 c0 10 CPY #&10 ; OBJECT_ENEMY &1d25 30 0a BMI &1d31 ; consider_next_sound &1d27 a4 8e LDY &8e ; enemy_timer &1d29 c0 00 CPY #&00 &1d2b d0 04 BNE &1d31 ; consider_next_sound &1d2d c5 85 CMP &85 ; enemy_action_index &1d2f f0 d9 BEQ &1d0a ; play_sound_for_action # Play sound for enemy action ; consider_next_sound &1d31 e8 INX &1d32 e0 05 CPX #&05 &1d34 d0 e4 BNE &1d1a ; consider_playing_sound_for_actions_loop ; consider_updating_projectile &1d36 a5 94 LDA &94 ; projectile_ttl &1d38 f0 03 BEQ &1d3d ; skip_updating_projectile &1d3a 20 01 20 JSR &2001 ; update_projectile ; skip_updating_projectile ; check_for_player_exiting_room &1d3d a2 00 LDX #&00 &1d3f bd 00 04 LDA &0400,X ; exits_room_and_position # Unnecessarily duplicated code &1d42 29 1f AND #&1f # &1d3f - &1d46 is a copy of &1d48 - &1d4f &1d44 c5 6c CMP &6c ; player_room # &1d46 f0 11 BEQ &1d59 ; check_if_player_is_in_exit # ; check_exits_loop &1d48 bd 00 04 LDA &0400,X ; exits_room_and_position &1d4b 29 1f AND #&1f # ...18421 room &1d4d c5 6c CMP &6c ; player_room &1d4f f0 08 BEQ &1d59 ; check_if_player_is_in_exit ; consider_next_exit &1d51 e8 INX &1d52 e0 40 CPX #&40 &1d54 d0 f2 BNE &1d48 ; check_exits_loop &1d56 4c cb 1d JMP &1dcb ; update_ninjas ; check_if_player_is_in_exit &1d59 bd 00 04 LDA &0400,X ; exits_room_and_position &1d5c 29 e0 AND #&e0 # 842..... location &1d5e 20 ca 20 JSR &20ca ; get_high_nibble &1d61 6a ROR A &1d62 a8 TAY &1d63 b9 bb 1d LDA &1dbb,Y ; exits_x &1d66 c9 80 CMP #&80 &1d68 90 04 BCC &1d6e ; check_exit_x &1d6a c9 80 CMP #&80 &1d6c f0 04 BEQ &1d72 ; skip_checking_x ; check_exit_x &1d6e c5 64 CMP &64 ; player_x &1d70 d0 df BNE &1d51 ; consider_next_exit ; skip_checking_x &1d72 b9 c3 1d LDA &1dc3,Y ; exits_y &1d75 c9 ff CMP #&ff &1d77 f0 24 BEQ &1d9d ; use_exit &1d79 c9 44 CMP #&44 &1d7b f0 0a BEQ &1d87 ; exit_is_at_top_or_bottom_of_screen &1d7d c9 3c CMP #&3c &1d7f f0 12 BEQ &1d93 ; exit_is_not_at_top_or_bottom_of_screen &1d81 c5 65 CMP &65 ; player_y &1d83 f0 18 BEQ &1d9d ; use_exit &1d85 d0 ca BNE &1d51 ; consider_next_exit # Always branches ; exit_is_at_top_or_bottom_of_screen &1d87 a5 65 LDA &65 ; player_y &1d89 c9 dc CMP #&dc # Use exit if player is at bottom &1d8b b0 10 BCS &1d9d ; use_exit &1d8d c9 20 CMP #&20 # or top of screen &1d8f 90 0c BCC &1d9d ; use_exit &1d91 b0 be BCS &1d51 ; consider_next_exit # Always branches ; exit_is_not_at_top_or_bottom_of_screen &1d93 a5 65 LDA &65 ; player_y &1d95 c9 dc CMP #&dc # Use exit if player isn't at bottom &1d97 b0 b8 BCS &1d51 ; consider_next_exit &1d99 c9 21 CMP #&21 # or top of screen &1d9b 90 b4 BCC &1d51 ; consider_next_exit ; use_exit &1d9d bd 00 66 LDA &6600,X ; exits_destination_x &1da0 85 64 STA &64 ; player_x &1da2 bd c0 65 LDA &65c0,X ; exits_destination_y &1da5 85 65 STA &65 ; player_y &1da7 bd 40 04 LDA &0440,X ; exits_destination_room &1daa a8 TAY &1dab 29 1f AND #&1f # ...18421 room &1dad 85 6c STA &6c ; player_room &1daf 98 TYA &1db0 29 e0 AND #&e0 # 842..... direction (top bit is expected to be clear) &1db2 20 ca 20 JSR &20ca ; get_high_nibble &1db5 6a ROR A &1db6 85 7d STA &7d ; player_direction ; to_initialise_room &1db8 4c cb 27 JMP &27cb ; initialise_room ; 0 right edge ; 1 left edge ; 2 bottom edge ; 3 top edge ; 4 top right or bottom right corners ; 5 right middle ; 6 top left or bottom left corners ; 7 left middle ; exits_x ; 0 1 2 3 4 5 6 7 &1dbb 1b ff 80 80 1b 1b ff ff # &80 to skip check ; exits_y ; 0 1 2 3 4 5 6 7 &1dc3 ff ff 64 f8 44 3c 44 3c # &ff to skip check, &44 top or bottom, &3c not ; update_ninja_attacks &1dcb a2 00 LDX #&00 # &00 for player, &15 for enemy ; update_ninja_attacks_loop &1dcd 8a TXA # X is the attacker &1dce 49 15 EOR #&15 &1dd0 a8 TAY # Y is the opponent &1dd1 b5 64 LDA &64,X ; player_or_enemy_x &1dd3 38 SEC &1dd4 e9 03 SBC #&03 &1dd6 c9 fa CMP #&fa &1dd8 b0 05 BCS &1ddf ; skip_left_check &1dda d9 64 00 CMP &0064,Y ; player_or_enemy_x &1ddd f0 0f BEQ &1dee ; check_if_ninjas_are_touching_vertically ; skip_left_check &1ddf 18 CLC &1de0 69 06 ADC #&06 &1de2 d9 64 00 CMP &0064,Y ; player_or_enemy_x &1de5 f0 07 BEQ &1dee ; check_if_ninjas_are_touching_vertically ; consider_other_ninja &1de7 8a TXA &1de8 49 15 EOR #&15 &1dea aa TAX &1deb d0 e0 BNE &1dcd ; update_ninja_attacks_loop &1ded 60 RTS ; check_if_ninjas_are_touching_vertically &1dee a5 65 LDA &65 ; player_y &1df0 38 SEC &1df1 e9 08 SBC #&08 &1df3 c9 f0 CMP #&f0 &1df5 b0 04 BCS &1dfb ; skip_top_check &1df7 c5 7a CMP &7a ; enemy_or_object_y &1df9 b0 ec BCS &1de7 ; consider_other_ninja ; skip_top_check &1dfb 18 CLC &1dfc 69 10 ADC #&10 &1dfe c5 7a CMP &7a ; enemy_or_object_y &1e00 90 e5 BCC &1de7 ; consider_other_ninja ; ninjas_are_touching &1e02 a0 00 LDY #&00 ; check_for_attacks_loop &1e04 8c 0e 01 STY &010e ; attack_type &1e07 b5 6d LDA &6d,X ; player_or_enemy_sprite &1e09 85 60 STA &60 ; frame &1e0b d9 19 1f CMP &1f19,Y ; attack_frames # Is the ninja at the damaging frame of the attack? &1e0e d0 1c BNE &1e2c ; consider_next_attack ; ninja_is_attacking &1e10 8a TXA &1e11 49 15 EOR #&15 # Set X to be the opponent &1e13 aa TAX &1e14 a5 60 LDA &60 ; frame &1e16 d5 6d CMP &6d,X ; player_or_enemy_sprite # No attack if opponent making identical movement &1e18 f0 0e BEQ &1e28 ; no_attack &1e1a b5 6d LDA &6d,X ; player_or_enemy_sprite &1e1c c9 13 CMP #&13 ; NINJA_BLOCKING # No attack if opponent blocking &1e1e f0 08 BEQ &1e28 ; no_attack &1e20 c9 1a CMP #&1a ; NINJA_PAIN # No attack if opponent in pain &1e22 f0 04 BEQ &1e28 ; no_attack &1e24 c9 23 CMP #&23 ; NINJA_DEAD &1e26 d0 0b BNE &1e33 ; ninja_attacks_opponent # No attack if opponent dead ; no_attack &1e28 8a TXA &1e29 49 15 EOR #&15 # Set X to be the attacker &1e2b aa TAX ; consider_next_attack &1e2c c8 INY &1e2d c0 05 CPY #&05 &1e2f d0 d3 BNE &1e04 ; check_for_attacks_loop &1e31 f0 b4 BEQ &1de7 ; consider_other_ninja # Always branches ; ninja_attacks_opponent # Called with Y = attack type, X = opponent &1e33 b9 1e 1f LDA &1f1e,Y ; attack_counts &1e36 8d 0f 01 STA &010f ; count ; ninja_attacks_opponent_loop &1e39 20 49 1e JSR &1e49 ; consider_single_attack &1e3c a5 93 LDA &93 ; enemy_energy &1e3e 30 08 BMI &1e48 ; leave &1e40 ce 0f 01 DEC &010f ; count &1e43 ad 0f 01 LDA &010f ; count &1e46 d0 f1 BNE &1e39 ; ninja_attacks_opponent_loop ; leave &1e48 60 RTS ; consider_single_attack &1e49 8a TXA # X is the opponent &1e4a f0 0a BEQ &1e56 ; skip_efficiency_check # Zero if enemy is attacking player &1e4c 20 74 13 JSR &1374 ; rnd &1e4f a4 8a LDY &8a ; player_weapon &1e51 d9 28 1f CMP &1f28,Y ; player_weapons_efficiency # Some weapons are more effective than others &1e54 90 f2 BCC &1e48 ; leave # Type of enemy weapon is not considered here ; skip_efficiency_check &1e56 8a TXA # X is the opponent &1e57 f0 0b BEQ &1e64 ; injure_opponent # Zero if enemy is attacking player &1e59 a5 7d LDA &7d ; player_direction &1e5b c5 92 CMP &92 ; enemy_direction &1e5d d0 05 BNE &1e64 ; injure_opponent &1e5f a0 04 LDY #&04 # Disregard other attacks &1e61 4c 28 1e JMP &1e28 ; opponent_blocks_attack # Bug: leaves return address on stack ; injure_opponent &1e64 a9 08 LDA #&08 &1e66 95 6f STA &6f,X ; player_or_enemy_action_duration &1e68 a9 01 LDA #&01 &1e6a 95 6e STA &6e,X ; player_or_enemy_action_timer &1e6c a9 17 LDA #&17 ; ACTION_PAIN &1e6e 95 70 STA &70,X ; player_or_enemy_action_index &1e70 8a TXA # X is the opponent &1e71 f0 31 BEQ &1ea4 ; enemy_hits_player # Zero if enemy is attacking player ; player_hits_enemy &1e73 a0 88 LDY #&88 ; &4988 = enemy_energy_bar_sprite_2 &1e75 c6 93 DEC &93 ; enemy_energy &1e77 a5 93 LDA &93 ; enemy_energy &1e79 c9 ff CMP #&ff &1e7b f0 0d BEQ &1e8a ; player_killed_enemy &1e7d 6a ROR A &1e7e aa TAX &1e7f 90 02 BCC &1e83 ; not_half_bar &1e81 a0 80 LDY #&80 ; &4980 = enemy_energy_bar_sprite_1 ; not_half_bar &1e83 98 TYA &1e84 9d 80 03 STA &0380,X ; enemy_energy_bar_sprite_addresses_low &1e87 4c 97 20 JMP &2097 ; plot_enemy_energy ; player_killed_enemy &1e8a a6 7e LDX &7e ; previous_enemy_or_object &1e8c a5 8f LDA &8f ; enemy_or_object_type &1e8e c9 1c CMP #&1c ; OBJECT_ENEMY | ENEMY_BOSS # Boss enemy returns to room (unless removed at &2091) &1e90 f0 0d BEQ &1e9f ; skip_removing_enemy_from_room &1e92 c9 18 CMP #&18 ; OBJECT_ENEMY | ENEMY_VERY_FAST # Very fast enemies return to room on next visit &1e94 b0 09 BCS &1e9f ; skip_removing_enemy_from_room &1e96 bd 40 05 LDA &0540,X ; enemies_and_objects_rooms &1e99 18 CLC &1e9a 69 80 ADC #&80 # Set top bit to prevent enemy returning to room &1e9c 9d 40 05 STA &0540,X ; enemies_and_objects_rooms ; skip_removing_enemy_from_room &1e9f a9 18 LDA #&18 # Longer duration, changes from NINJA_PAIN to NINJA_DEAD &1ea1 85 84 STA &84 ; enemy_action_duration &1ea3 60 RTS ; enemy_hits_player &1ea4 a5 8f LDA &8f ; enemy_or_object_type &1ea6 c9 1c CMP #&1c ; OBJECT_ENEMY | ENEMY_BOSS &1ea8 d0 03 BNE &1ead ; calculate_energy_loss_from_attack_type &1eaa e6 8c INC &8c ; player_is_sinking_or_falling # Boss enemy kills player with single hit &1eac 60 RTS ; calculate_energy_loss_from_attack_type &1ead ac 0e 01 LDY &010e ; attack_type &1eb0 b9 23 1f LDA &1f23,Y ; attack_energy_losses &1eb3 85 7f STA &7f ; energy_to_lose &1eb5 60 RTS ; check_if_enemy_can_attack_player &1eb6 a5 64 LDA &64 ; player_x &1eb8 38 SEC &1eb9 e9 03 SBC #&03 &1ebb c9 fa CMP #&fa &1ebd b0 04 BCS &1ec3 ; check_x_plus &1ebf c5 79 CMP &79 ; enemy_or_object_x &1ec1 f0 09 BEQ &1ecc ; check_y ; check_x_plus &1ec3 18 CLC &1ec4 69 06 ADC #&06 &1ec6 c5 79 CMP &79 ; enemy_or_object_x &1ec8 f0 02 BEQ &1ecc ; check_y ; leave_with_carry_clear &1eca 18 CLC # Returns carry clear if enemy can't attack player &1ecb 60 RTS ; check_y &1ecc a5 65 LDA &65 ; player_y &1ece 38 SEC &1ecf e9 08 SBC #&08 &1ed1 c9 f0 CMP #&f0 &1ed3 b0 04 BCS &1ed9 ; check_y_plus &1ed5 c5 7a CMP &7a ; enemy_or_object_y &1ed7 b0 f1 BCS &1eca ; leave_with_carry_clear ; check_y_plus &1ed9 18 CLC &1eda 69 10 ADC #&10 &1edc c5 7a CMP &7a ; enemy_or_object_y &1ede 90 ea BCC &1eca ; leave_with_carry_clear &1ee0 38 SEC # Returns carry set if enemy can attack player ; leave &1ee1 60 RTS ; plot_fountain_water &1ee2 a0 00 LDY #&00 &1ee4 98 TYA ; wipe_temporary_enemy_sprite_loop &1ee5 99 38 4a STA &4a38,Y ; temporary_enemy_sprite &1ee8 c8 INY &1ee9 c0 78 CPY #&78 &1eeb d0 f8 BNE &1ee5 ; wipe_temporary_enemy_sprite_loop &1eed a5 9d LDA &9d ; ninja_magic_frame &1eef 18 CLC &1ef0 2a ROL A &1ef1 2a ROL A &1ef2 2a ROL A &1ef3 85 60 STA &60 ; sprite_address_low &1ef5 a9 2d LDA #&2d ; &2d00 = fountain_water_sprite &1ef7 85 61 STA &61 ; sprite_address_high &1ef9 a2 08 LDX #&08 ; generate_temporary_fountain_sprite_group_loop &1efb a0 00 LDY #&00 ; generate_temporary_fountain_sprite_byte_loop &1efd b1 60 LDA (&60),Y ; sprite_address &1eff 9d 38 4a STA &4a38,X ; temporary_enemy_sprite &1f02 e8 INX &1f03 c8 INY &1f04 c0 10 CPY #&10 &1f06 d0 f5 BNE &1efd ; generate_temporary_fountain_sprite_byte_loop &1f08 8a TXA &1f09 18 CLC &1f0a 69 08 ADC #&08 &1f0c aa TAX &1f0d a9 20 LDA #&20 &1f0f 20 82 12 JSR &1282 ; add_to_sprite_address &1f12 e0 80 CPX #&80 &1f14 d0 e5 BNE &1efb ; generate_temporary_fountain_sprite_group_loop &1f16 4c c5 1b JMP &1bc5 ; plot_enemy_from_temporary_sprite ; attack_frames &1f19 12 ; NINJA_PUNCHING &1f1a 15 ; NINJA_KICKING_FRAME_TWO &1f1b 26 ; NINJA_STABBING_UP &1f1c 27 ; NINJA_STABBING_ACROSS &1f1d 28 ; NINJA_STABBING_DOWN ; attack_counts &1f1e 01 ; punching &1f1f 02 ; kicking &1f20 02 ; stabbing up &1f21 03 ; stabbing across &1f22 02 ; stabbing down ; attack_energy_losses # Only applies to enemy hitting player &1f23 01 ; punching &1f24 01 ; kicking &1f25 02 ; stabbing up &1f26 03 ; stabbing across &1f27 02 ; stabbing down ; player_weapons_efficiency # Lower numbers mean attack more likely to succeed &1f28 80 ; WEAPON_BOMB &1f29 80 ; WEAPON_STAR &1f2a 5a ; WEAPON_NUNCHAKU &1f2b 64 ; WEAPON_SWORD &1f2c 50 ; WEAPON_STICK &1f2d 80 ; WEAPON_HANDS ; thwartable_player_attack_sprites &1f2e 1b ; NINJA_PUNCHING_BACK &1f2f 12 ; NINJA_PUNCHING &1f30 14 ; NINJA_KICKING &1f31 1d ; NINJA_KICKING_BACK &1f32 15 ; NINJA_KICKING_FRAME_TWO &1f33 1e ; NINJA_KICKING_BACK_FRAME_TWO &1f34 26 ; NINJA_STABBING_UP &1f35 2f ; NINJA_STABBING_UP_BACK &1f36 27 ; NINJA_STABBING_ACROSS &1f37 30 ; NINJA_STABBING_ACROSS_BACK &1f38 28 ; NINJA_STABBING_DOWN &1f39 31 ; NINJA_STABBING_DOWN_BACK ; fire_projectile &1f3a a5 94 LDA &94 ; projectile_ttl # Non-zero if previous projectile still alive &1f3c d0 a3 BNE &1ee1 ; leave &1f3e a6 8a LDX &8a ; player_weapon &1f40 d6 98 DEC &98,X ; projectiles_count # Does the weapon still have shots? &1f42 b5 98 LDA &98,X ; projectiles_count &1f44 d0 21 BNE &1f67 ; fire_projectile_without_check &1f46 de c9 0c DEC &0cc9,X ; weapons_carried # If not, set to zero to indicate no longer carried &1f49 bd b0 0c LDA &0cb0,X ; weapons_x &1f4c 85 58 STA &58 ; weapon_x &1f4e bd d0 0c LDA &0cd0,X ; weapons_using_x &1f51 a0 00 LDY #&00 # Zero to unplot &1f53 85 62 STA &62 ; using_x &1f55 20 19 1a JSR &1a19 ; plot_or_unplot_weapon # Unplot weapon from using &1f58 a9 05 LDA #&05 ; WEAPON_HANDS &1f5a 85 8a STA &8a ; player_weapon &1f5c a9 00 LDA #&00 # Set to zero to unplot from bottom section &1f5e 85 62 STA &62 ; using_x &1f60 a5 58 LDA &58 ; weapon_x &1f62 a0 01 LDY #&01 # Non-zero to plot &1f64 4c 19 1a JMP &1a19 ; plot_or_unplot_weapon # Unplot weapon from bottom section ; fire_projectile_without_check &1f67 a9 ff LDA #&ff # Star doesn't explode &1f69 e0 01 CPX #&01 ; WEAPON_STAR &1f6b f0 02 BEQ &1f6f ; is_star ; is_bomb &1f6d a9 0a LDA #&0a # Bomb explodes after 10 frames ; is_star &1f6f 85 94 STA &94 ; projectile_ttl &1f71 a4 7d LDY &7d ; player_direction &1f73 b9 de 1f LDA &1fde,Y ; projectile_initial_x_offsets &1f76 18 CLC &1f77 65 64 ADC &64 ; player_x &1f79 85 95 STA &95 ; projectile_x &1f7b b9 e2 1f LDA &1fe2,Y ; projectile_initial_y_offsets &1f7e 18 CLC &1f7f 65 65 ADC &65 ; player_y &1f81 29 fe AND #&fe &1f83 85 96 STA &96 ; projectile_y &1f85 84 97 STY &97 ; projectile_direction &1f87 a9 80 LDA #&80 ; &0180 = sound_0180 # Firing projectile sound &1f89 20 67 13 JSR &1367 ; play_sound ; plot_projectile &1f8c 20 51 20 JSR &2051 ; calculate_projectile_screen_address ; copy_screen_behind_projectile_to_buffer_loop &1f8f b1 68 LDA (&68),Y ; screen_address &1f91 99 88 08 STA &0888,Y ; projectile_back_buffer &1f94 b1 b0 LDA (&b0),Y ; bottom_screen_address &1f96 99 90 08 STA &0890,Y ; projectile_back_buffer + 8 &1f99 c8 INY &1f9a c0 08 CPY #&08 &1f9c d0 f1 BNE &1f8f ; copy_screen_behind_projectile_to_buffer_loop &1f9e a9 80 LDA #&80 ; &0880 = projectile_sprite &1fa0 85 60 STA &60 ; sprite_address_low &1fa2 a9 08 LDA #&08 &1fa4 85 61 STA &61 ; sprite_address_high &1fa6 85 7c STA &7c ; sprite_size &1fa8 4c fe 11 JMP &11fe ; calculate_screen_address_and_plot_sprite_group ; explode_projectile &1fab a9 58 LDA #&58 ; &0158 = sound_0158 # Exploding projectile sound &1fad 20 67 13 JSR &1367 ; play_sound &1fb0 a9 a0 LDA #&a0 ; &08a0 = explosion_sprite &1fb2 85 60 STA &60 ; sprite_address_low &1fb4 a9 08 LDA #&08 &1fb6 85 7c STA &7c ; sprite_size &1fb8 85 61 STA &61 ; sprite_address_high &1fba 85 63 STA &63 ; count &1fbc 20 51 20 JSR &2051 ; calculate_projectile_screen_address &1fbf 20 ef 11 JSR &11ef ; move_up_a_group ; explode_projectile_loop &1fc2 20 01 12 JSR &1201 ; plot_sprite_group &1fc5 a9 05 LDA #&05 &1fc7 20 00 11 JSR &1100 ; delay &1fca a5 60 LDA &60 ; sprite_address_low &1fcc 49 08 EOR #&08 ; &08a8 = explosion_sprite_two &1fce 85 60 STA &60 ; sprite_address_low &1fd0 c6 63 DEC &63 ; count &1fd2 a5 63 LDA &63 ; count &1fd4 d0 ec BNE &1fc2 ; explode_projectile_loop &1fd6 4c eb 20 JMP &20eb ; check_for_projectile_hitting_target ; clear_projectile_ttl &1fd9 a9 00 LDA #&00 &1fdb 85 94 STA &94 ; projectile_ttl &1fdd 60 RTS ; projectile_initial_x_offsets ; se ne sw nw &1fde 03 03 ff ff ; projectile_initial_y_offsets ; se ne sw nw &1fe2 10 08 10 08 ; projectile_x_deltas ; se ne sw nw &1fe6 01 01 ff ff ; projectile_y_deltas ; se ne sw nw &1fea 02 fe 02 fe ; unplot_projectile &1fee 20 51 20 JSR &2051 ; calculate_projectile_screen_address ; unplot_projectile_loop &1ff1 b9 88 08 LDA &0888,Y ; projectile_back_buffer &1ff4 91 68 STA (&68),Y ; screen_address &1ff6 b9 90 08 LDA &0890,Y ; projectile_back_buffer + 8 &1ff9 91 b0 STA (&b0),Y ; bottom_screen_address &1ffb c8 INY &1ffc c0 08 CPY #&08 &1ffe d0 f1 BNE &1ff1 ; unplot_projectile_loop &2000 60 RTS ; update_projectile &2001 a5 95 LDA &95 ; projectile_x &2003 c9 1e CMP #&1e &2005 b0 d2 BCS &1fd9 ; clear_projectile_ttl # Remove projectile if beyond left or right of screen &2007 a5 96 LDA &96 ; projectile_y &2009 c9 7c CMP #&7c &200b b0 cc BCS &1fd9 ; clear_projectile_ttl # Remove projectile if beyond top or bottom of screen &200d 20 ee 1f JSR &1fee ; unplot_projectile &2010 c6 94 DEC &94 ; projectile_ttl &2012 a5 94 LDA &94 ; projectile_ttl &2014 f0 95 BEQ &1fab ; explode_projectile &2016 a4 97 LDY &97 ; projectile_direction &2018 a5 95 LDA &95 ; projectile_x &201a 18 CLC &201b 79 e6 1f ADC &1fe6,Y ; projectile_x_deltas &201e 85 95 STA &95 ; projectile_x &2020 c9 1e CMP #&1e &2022 b0 b5 BCS &1fd9 ; clear_projectile_ttl # Remove projectile if beyond left or right of screen &2024 a5 96 LDA &96 ; projectile_y &2026 18 CLC &2027 79 ea 1f ADC &1fea,Y ; projectile_y_deltas &202a 85 96 STA &96 ; projectile_y &202c c9 7c CMP #&7c &202e b0 a9 BCS &1fd9 ; clear_projectile_ttl # Remove projectile if beyond top or bottom of screen &2030 a5 8f LDA &8f ; enemy_or_object_type &2032 c9 ff CMP #&ff ; OBJECT_NONE &2034 f0 18 BEQ &204e ; to_plot_projectile &2036 c9 10 CMP #&10 ; OBJECT_ENEMY &2038 90 14 BCC &204e ; to_plot_projectile &203a a5 94 LDA &94 ; projectile_ttl &203c 90 10 BCC &204e ; to_plot_projectile # Unnecessary code &203e a4 95 LDY &95 ; projectile_x &2040 c4 79 CPY &79 ; enemy_or_object_x &2042 f0 25 BEQ &2069 ; check_if_projectile_hit_enemy &2044 c8 INY &2045 c4 79 CPY &79 ; enemy_or_object_x &2047 f0 20 BEQ &2069 ; check_if_projectile_hit_enemy &2049 c8 INY &204a c4 79 CPY &79 ; enemy_or_object_x &204c f0 1b BEQ &2069 ; check_if_projectile_hit_enemy ; to_plot_projectile &204e 4c 8c 1f JMP &1f8c ; plot_projectile ; calculate_projectile_screen_address &2051 a5 95 LDA &95 ; projectile_x &2053 85 66 STA &66 ; sprite_x &2055 a5 96 LDA &96 ; projectile_y &2057 85 67 STA &67 ; sprite_y &2059 20 ae 11 JSR &11ae ; calculate_screen_address &205c a5 68 LDA &68 ; screen_address_low &205e 85 b0 STA &b0 ; bottom_screen_address_low &2060 a5 69 LDA &69 ; screen_address_high &2062 85 b1 STA &b1 ; bottom_screen_address_high &2064 a0 00 LDY #&00 &2066 4c e0 11 JMP &11e0 ; move_down_a_group ; check_if_projectile_hit_enemy &2069 a5 7a LDA &7a ; enemy_or_object_y &206b c5 96 CMP &96 ; projectile_y &206d b0 df BCS &204e ; to_plot_projectile &206f 18 CLC &2070 69 20 ADC #&20 &2072 c5 96 CMP &96 ; projectile_y &2074 90 d8 BCC &204e ; to_plot_projectile &2076 a2 15 LDX #&15 &2078 a0 08 LDY #&08 &207a a9 88 LDA #&88 ; &4988 = enemy_energy_bar_sprite_2 # Set all sections of enemy energy bar to empty ; empty_enemy_energy_bar_loop &207c 99 7f 03 STA &037f,Y : enemy_energy_bar_sprite_addresses_low - 1 &207f 88 DEY &2080 d0 fa BNE &207c ; empty_enemy_energy_bar_loop &2082 84 93 STY &93 ; enemy_energy &2084 84 94 STY &94 ; projectile_ttl &2086 a5 8f LDA &8f ; enemy_or_object_type &2088 c9 1c CMP #&1c ; OBJECT_ENEMY | ENEMY_BOSS &208a f0 03 BEQ &208f ; is_boss &208c 4c 64 1e JMP &1e64 ; injure_opponent ; is_boss &208f a9 ff LDA #&ff # Set to &ff to remove boss &2091 8d 41 05 STA &0541 ; enemies_and_objects_rooms + 1 # from LEVEL_INNER_SANCTUM, room &0a &2094 4c b8 1d JMP &1db8 ; to_initialise_room ; plot_enemy_energy &2097 a9 1f LDA #&1f &2099 85 66 STA &66 ; sprite_x &209b a9 10 LDA #&10 &209d 85 67 STA &67 ; sprite_y &209f a2 08 LDX #&08 &20a1 86 7c STX &7c ; sprite_size &20a3 a2 00 LDX #&00 &20a5 a5 8f LDA &8f ; enemy_or_object_type &20a7 c9 10 CMP #&10 ; OBJECT_ENEMY &20a9 30 18 BMI &20c3 ; unplot_enemy_energy &20ab c9 ff CMP #&ff ; OBJECT_NONE &20ad f0 14 BEQ &20c3 ; unplot_enemy_energy ; plot_enemy_energy_loop &20af bd 80 03 LDA &0380,X ; enemy_energy_bar_sprite_addresses_low &20b2 85 60 STA &60 ; sprite_address_low &20b4 a9 49 LDA #&49 ; enemy_energy_bar_sprites DIV 256 &20b6 85 61 STA &61 ; sprite_address_high &20b8 20 fe 11 JSR &11fe ; calculate_screen_address_and_plot_sprite_group &20bb e6 66 INC &66 ; sprite_x &20bd e8 INX &20be e0 08 CPX #&08 &20c0 d0 ed BNE &20af ; plot_enemy_energy_loop &20c2 60 RTS ; unplot_enemy_energy &20c3 a9 40 LDA #&40 &20c5 85 7c STA &7c ; sprite_size &20c7 4c a0 12 JMP &12a0 ; unplot_status_sprite ; get_high_nibble &20ca 29 f0 AND #&f0 &20cc 18 CLC &20cd 6a ROR A &20ce 6a ROR A &20cf 6a ROR A &20d0 6a ROR A &20d1 60 RTS ; calculate_obstacle_table_offset &20d2 a5 66 LDA &66 ; sprite_x &20d4 c9 20 CMP #&20 &20d6 b0 12 BCS &20ea ; leave # Leave with carry set if sprite beyond right of screen &20d8 a5 67 LDA &67 ; sprite_y &20da c9 80 CMP #&80 &20dc b0 0c BCS &20ea ; leave # Leave with carry set if sprite beyond bottom of screen &20de 29 f8 AND #&f8 &20e0 2a ROL A &20e1 85 af STA &af ; tmp &20e3 a5 66 LDA &66 ; sprite_x &20e5 6a ROR A &20e6 18 CLC # Leave with carry clear if sprite on screen &20e7 65 af ADC &af ; tmp &20e9 a8 TAY # and obstacle table offset in Y ; leave &20ea 60 RTS ; check_for_projectile_hitting_target &20eb a2 00 LDX #&00 ; check_for_projectile_hitting_target_loop &20ed a5 9a LDA &9a ; level &20ef dd 4f 21 CMP &214f,X ; projectile_target_level &20f2 d0 17 BNE &210b ; consider_next_target &20f4 a5 6c LDA &6c ; player_room &20f6 dd 51 21 CMP &2151,X ; projectile_target_room &20f9 d0 10 BNE &210b ; consider_next_target &20fb a5 95 LDA &95 ; projectile_x &20fd dd 53 21 CMP &2153,X ; projectile_target_x &2100 d0 09 BNE &210b ; consider_next_target &2102 a5 96 LDA &96 ; projectile_y &2104 29 f8 AND #&f8 &2106 dd 55 21 CMP &2155,X ; projectile_target_y &2109 f0 07 BEQ &2112 ; hit_target ; consider_next_target &210b e8 INX &210c e0 02 CPX #&02 &210e d0 dd BNE &20ed ; check_for_projectile_hitting_target_loop &2110 f0 3a BEQ &214c ; to_unplot_projectile # Always branches ; hit_target &2112 a5 8a LDA &8a ; player_weapon &2114 dd 57 21 CMP &2157,X ; projectile_target_required_weapon &2117 d0 33 BNE &214c ; to_unplot_projectile &2119 bd 59 21 LDA &2159,X ; projectile_target_required_object &211c c9 ff CMP #&ff &211e f0 04 BEQ &2124 ; skip_object_check &2120 c5 8b CMP &8b ; player_object &2122 d0 28 BNE &214c ; to_unplot_projectile ; to_unplot_projectile &2124 bd 5b 21 LDA &215b,X ; projectile_target_trigger_offset &2127 a8 TAY &2128 a9 1f LDA #&1f # Remove trigger &212a 99 10 05 STA &0510,Y ; trigger_rooms &212d bd 5d 21 LDA &215d,X ; projectile_target_room_data_address_one_low &2130 85 60 STA &60 ; room_data_address_one_address_low &2132 bd 5f 21 LDA &215f,X ; projectile_target_room_data_address_one_high &2135 85 61 STA &61 ; room_data_address_one_address_high &2137 bd 61 21 LDA &2161,X ; projectile_target_room_data_address_two_low &213a 85 62 STA &62 ; room_data_address_two_address_low &213c bd 63 21 LDA &2163,X ; projectile_target_room_data_address_two_high &213f 85 63 STA &63 ; room_data_address_two_address_high &2141 a0 00 LDY #&00 &2143 a9 37 LDA #&37 ; SPRITE_REMOVED_DRAGON &2145 91 60 STA (&60),Y ; room_data_address_one_address # Remove SPRITE_DRAGON_LEFT &2147 91 62 STA (&62),Y ; room_data_address_two_address # Remove SPRITE_DRAGON_RIGHT &2149 20 b8 1d JSR &1db8 ; to_initialise_room ; to_unplot_projectile &214c 4c ee 1f JMP &1fee ; unplot_projectile ; projectile_target_level # Second byte of each pair is unused &214f 00 07 # LEVEL_WASTELANDS ; projectile_target_room &2151 17 1f # room &17 ; projectile_target_x &2153 12 00 ; projectile_target_y &2155 18 00 ; projectile_target_required_weapon &2157 00 00 # WEAPON_BOMB ; projectile_target_required_object &2159 ff ff ; projectile_target_trigger_offset &215b 00 00 ; projectile_target_room_data_address_one_low &215d 5e 00 # &525e = room_type_11_data + &57 ; projectile_target_room_data_address_one_high &215f 52 00 ; projectile_target_room_data_address_two_low &2161 60 00 # &5260 = room_type_12_data + &59 ; projectile_target_room_data_address_two_high &2163 52 00 ; plot_object &2165 a9 10 LDA #&10 &2167 85 7c STA &7c ; sprite_size &2169 e8 INX &216a a9 b0 LDA #&b0 ; &64b0 = object_sprites - &10 &216c 85 60 STA &60 ; sprite_address_low &216e a9 64 LDA #&64 &2170 85 61 STA &61 ; sprite_address_high &2172 a9 10 LDA #&10 ; calculate_object_sprite_address_loop &2174 20 82 12 JSR &1282 ; add_to_sprite_address &2177 ca DEX &2178 d0 f8 BNE &2172 ; calculate_object_sprite_address_loop &217a 4c fe 11 JMP &11fe ; calculate_screen_address_and_plot_sprite_group ; consider_collecting_object &217d a5 8f LDA &8f ; enemy_or_object_type &217f c9 10 CMP #&10 ; OBJECT_ENEMY &2181 b0 12 BCS &2195 ; leave &2183 a4 7d LDY &7d ; player_direction &2185 a5 64 LDA &64 ; player_x &2187 18 CLC &2188 79 53 22 ADC &2253,Y ; x_offsets_for_collecting_object &218b a8 TAY &218c c4 79 CPY &79 ; enemy_or_object_x &218e f0 06 BEQ &2196 ; check_object_y &2190 c8 INY &2191 c4 79 CPY &79 ; enemy_or_object_x &2193 f0 01 BEQ &2196 ; check_object_y ; leave &2195 60 RTS ; check_object_y &2196 a5 65 LDA &65 ; player_y &2198 18 CLC &2199 69 08 ADC #&08 &219b c9 f0 CMP #&f0 &219d b0 04 BCS &21a3 ; skip_bottom_check &219f c5 7a CMP &7a ; enemy_or_object_y &21a1 b0 f2 BCS &2195 ; leave ; skip_bottom_check &21a3 18 CLC &21a4 69 20 ADC #&20 &21a6 c5 7a CMP &7a ; enemy_or_object_y &21a8 90 eb BCC &2195 ; leave ; collect_object &21aa a9 20 LDA #&20 ; &0120 = sound_0120 # Collecting object sound &21ac 20 67 13 JSR &1367 ; play_sound &21af a5 8f LDA &8f ; enemy_or_object_type &21b1 c9 09 CMP #&09 ; OBJECT_SCROLL &21b3 d0 04 BNE &21b9 ; not_scroll &21b5 a9 bb LDA #&bb ; DEATH_BY_SCROLL # Picking up the SCROLL completes the game &21b7 85 7f STA &7f ; energy_to_lose ; not_scroll &21b9 a5 64 LDA &64 ; player_x &21bb 85 66 STA &66 ; sprite_x &21bd a5 65 LDA &65 ; player_y &21bf 85 67 STA &67 ; sprite_y &21c1 20 ae 11 JSR &11ae ; calculate_screen_address &21c4 a9 13 LDA #&13 ; Wait for vertical retrace &21c6 20 f4 ff JSR &fff4 ; OSBYTE &21c9 a9 60 LDA #&60 ; &0560 = player_back_buffer &21cb 20 68 19 JSR &1968 ; copy_buffer_to_screen # Unplot player &21ce a5 79 LDA &79 ; enemy_or_object_x &21d0 85 66 STA &66 ; sprite_x &21d2 a5 7a LDA &7a ; enemy_or_object_y &21d4 85 67 STA &67 ; sprite_y &21d6 20 ae 11 JSR &11ae ; calculate_screen_address &21d9 a9 f0 LDA #&f0 ; &05f0 = enemy_or_object_back_buffer &21db 20 68 19 JSR &1968 ; copy_buffer_to_screen # Unplot object &21de a5 64 LDA &64 ; player_x &21e0 85 66 STA &66 ; sprite_x &21e2 a5 65 LDA &65 ; player_y &21e4 85 67 STA &67 ; sprite_y &21e6 20 ae 11 JSR &11ae ; calculate_screen_address &21e9 a9 60 LDA #&60 ; &0560 = player_back_buffer &21eb 20 9e 19 JSR &199e ; copy_screen_to_buffer # Store screen behind player &21ee a9 c0 LDA #&c0 ; &49c0 = temporary_player_sprite &21f0 85 60 STA &60 ; sprite_address_low &21f2 a9 49 LDA #&49 &21f4 85 61 STA &61 ; sprite_address_high &21f6 20 45 15 JSR &1545 ; plot_sprite_clipping_at_bottom_of_screen # Plot player &21f9 a6 8f LDX &8f ; enemy_or_object_type &21fb e0 01 CPX #&01 ; OBJECT_FLOWER &21fd d0 0b BNE &220a ; collect_object &21ff a5 8b LDA &8b ; player_object &2201 c9 06 CMP #&06 ; OBJECT_GLOVE &2203 f0 05 BEQ &220a ; collect_object &2205 a9 63 LDA #&63 ; DEATH_BY_FLOWER # Kill player if collecting FLOWER without GLOVE &2207 85 7f STA &7f ; energy_to_lose &2209 60 RTS ; collect_object &220a a9 ff LDA #&ff # Set to &ff to remove object &220c 85 8f STA &8f ; enemy_or_object_type &220e 20 45 22 JSR &2245 ; find_object_slot_from_type &2211 b9 40 05 LDA &0540,Y ; enemies_and_objects_rooms &2214 29 7f AND #&7f &2216 18 CLC &2217 69 80 ADC #&80 # Set top bit to remove object from room &2219 99 40 05 STA &0540,Y ; enemies_and_objects_rooms &221c e0 0b CPX #&0b ; OBJECT_WEAPON_BOMB &221e b0 0b BCS &222b ; collect_weapon &2220 e0 08 CPX #&08 ; OBJECT_APPLE &2222 d0 03 BNE &2227 ; not_apple &2224 e6 80 INC &80 ; player_lives &2226 60 RTS ; not_apple &2227 fe d5 0c INC &0cd5,X ; objects_carried # Set to non-zero to indicate object carried &222a 60 RTS ; collect_weapon &222b 8a TXA &222c 38 SEC &222d e9 0b SBC #&0b ; OBJECT_WEAPON_BOMB &222f aa TAX &2230 fe c9 0c INC &0cc9,X ; weapons_carried # Set to non-zero to indicate weapon carried ; unplot_weapons &2233 a2 04 LDX #&04 ; unplot_weapons_loop &2235 bd b0 0c LDA &0cb0,X ; weapons_x &2238 a0 00 LDY #&00 # Zero to unplot &223a 84 62 STY &62 ; using_x # Set to zero to unplot from bottom section &223c 20 19 1a JSR &1a19 ; plot_or_unplot_weapon # Unplot weapon from bottom section &223f ca DEX &2240 e0 ff CPX #&ff &2242 d0 f1 BNE &2235 ; unplot_weapons_loop &2244 60 RTS ; find_object_slot_from_type &2245 8a TXA &2246 a0 00 LDY #&00 ; find_object_slot_from_type_loop &2248 d9 80 04 CMP &0480,Y ; enemies_and_objects_types &224b f0 05 BEQ &2252 ; leave &224d c8 INY &224e c0 20 CPY #&20 &2250 d0 f6 BNE &2248 ; find_object_slot_from_type_loop &2252 60 RTS ; x_offsets_for_collecting_object &2253 01 01 ff ff # Last byte used for enemy_ignores_pain_probabilities ; enemy_ignores_pain_probabilities ; 1 2 3 4 5 6 &2257 fa e6 b4 8c 78 6e # &2256 used for level 0, &225c unused ; sword_statue_passed &225d 00 # Set to one when sword statue passed ; secret_passage_opened &225e 00 # Set to one when secret passage opened ; archer_statue_passed &225f 00 # Set to one when archer statue passed ; initial_trigger_y_0 &2260 00 # Stores trigger_y for spider in dungeons ; load_level_data &2261 a9 00 LDA #&00 # Set to zero to indicate magic not active &2263 85 9c STA &9c ; ninja_magic_active &2265 85 6c STA &6c ; player_room &2267 a2 8b LDX #&8b ; &228b = load_level_a_string &2269 a0 22 LDY #&22 &226b 20 f7 ff JSR &fff7 ; OSCLI &226e a2 98 LDX #&98 ; &2298 = load_level_b_string &2270 a0 22 LDY #&22 &2272 20 f7 ff JSR &fff7 ; OSCLI &2275 ad 40 66 LDA &6640 ; initial_player_x &2278 85 64 STA &64 ; player_x &227a ad 41 66 LDA &6641 ; initial_player_y &227d 85 65 STA &65 ; player_y &227f ad 42 66 LDA &6642 ; initial_player_direction &2282 85 7d STA &7d ; player_direction &2284 ad c0 06 LDA &06c0 ; triggers_y # Store trigger_y for spider in dungeons &2287 8d 60 22 STA &2260 ; initial_trigger_y_0 &228a 60 RTS ; load_level_a_string &228b 4c 4f 2e 31 2e 4c 45 56 45 4c 2d 41 0d ; "LO.1.LEVEL-A" ; load_level_b_string &2298 4c 4f 2e 31 2e 4c 45 56 45 4c 2d 42 0d ; "LO.1.LEVEL-B" ; hit_space_string &22a5 13 02 01 00 00 00 ; set colour 2 to red &22ab 13 03 03 00 00 00 ; set colour 3 to yellow &22b1 1f 04 0f ; TAB(&04, &0f) &22b4 11 03 ; COLOUR 3 &22b6 48 49 54 20 3c 53 50 41 43 45 3e ; "HIT " &22c1 18 20 00 b3 01 f0 00 df 01 ; define graphics window &22ca 0d ; draw_line_string &22cb 19 04 00 00 b3 01 ; MOVE &0000, &01b3 &22d1 19 05 00 00 df 01 ; DRAW &0000, &01df &22d7 0d ; title_screen_text_window_string &22d8 1c 00 0f 0e 00 ; define text window x:(&00, &0e), y:(&00, &0f) &22dd 0c ; CLS &22de 0d ; scroll_text_window_away &22df a9 10 LDA &10 &22e1 85 62 STA &62 ; count ; scroll_text_window_away_loop &22e3 a2 f1 LDX #&f1 ; &22f1 = scroll_away_text_window_string &22e5 a0 22 LDY #&22 &22e7 20 9d 11 JSR &119d ; write_string &22ea c6 62 DEC &62 ; count &22ec a5 62 LDA &62 ; count &22ee d0 f3 BNE &22e3 ; scroll_text_window_away_loop &22f0 60 RTS ; scroll_away_text_window_string &22f1 1c 00 0f 0e 00 ; define text window x:(&00, &0e), y:(&00, &0f) &22f6 1e ; move cursor to top left &22f7 0b ; move cursor up &22f8 0d ; flush_buffers &22f9 a9 0f LDA #&0f ; Flush all buffers &22fb a2 00 LDX #&00 &22fd a0 00 LDY #&00 &22ff 4c f4 ff JMP &fff4 ; OSBYTE ; title_screen_string_addresses_low &2302 d0 e8 00 ; title_screen_string_addresses_high &2305 4d 4d 4e ; amulet_statue_timer &2308 00 ; entry_point &2309 a9 00 LDA #&00 ; LEVEL_WASTELANDS &230b 85 9a STA &9a ; level &230d 20 61 22 JSR &2261 ; load_level_data &2310 20 34 13 JSR &1334 ; initialise_irq1_handler ; title_screen &2313 a0 05 LDY #&05 # BOMB has four shots &2315 84 98 STY &98 ; projectiles_count + WEAPON_BOMB &2317 c8 INY ; 6 # STAR has five shots &2318 84 99 STY &99 ; projectiles_count + WEAPON_STAR &231a a2 d8 LDX #&d8 ; &22d8 = title_screen_text_window_string &231c a0 22 LDY #&22 &231e 20 9d 11 JSR &119d ; write_string &2321 a2 c0 LDX #&c0 &2323 86 6f STX &6f ; player_action_duration &2325 a0 04 LDY #&04 ; &04c0 = level_title_string &2327 20 9d 11 JSR &119d ; write_string # Write "THE", "LAST", "NINJA" &232a a9 00 LDA #&00 ; OBSTACLE_NONE &232c 8d 94 0b STA &0b94 ; obstacle_table + &94 # Make space for player &232f 85 53 STA &53 ; title_screen_text_counter &2331 85 7d STA &7d ; player_direction # DIRECTION_SE &2333 85 8c STA &8c ; player_is_sinking_or_falling # Set to zero to indicate not sinking or falling &2335 a9 08 LDA #&08 &2337 85 64 STA &64 ; player_x &2339 a9 20 LDA #&20 &233b 85 65 STA &65 ; player_y &233d 20 a7 2a JSR &2aa7 ; store_player_buffer_and_plot_enemy_energy ; title_screen_loop &2340 20 f9 22 JSR &22f9 ; flush_buffers &2343 e6 53 INC &53 ; title_screen_text_counter &2345 a9 11 LDA #&11 # Define text colour &2347 20 ee ff JSR &ffee ; OSWRCH &234a a5 53 LDA &53 ; title_screen_text_counter &234c 29 0f AND #&0f &234e a8 TAY &234f b9 e2 04 LDA &04e2,Y ; title_screen_text_colours &2352 20 ee ff JSR &ffee ; OSWRCH # Set text colour &2355 a5 53 LDA &53 ; title_screen_text_counter &2357 20 ca 20 JSR &20ca ; get_high_nibble &235a c9 03 CMP #&03 &235c d0 0c BNE &236a ; skip_rotation # Rotate the player every 64 frames &235e e6 7d INC &7d ; player_direction &2360 a5 7d LDA &7d ; player_direction &2362 29 03 AND #&03 &2364 85 7d STA &7d ; player_direction &2366 a9 00 LDA #&00 &2368 85 53 STA &53 ; title_screen_text_counter ; skip_rotation &236a a8 TAY &236b be 02 23 LDX &2302,Y ; title_screen_string_addresses_low &236e b9 05 23 LDA &2305,Y ; title_screen_string_addresses_high &2371 a8 TAY &2372 20 9d 11 JSR &119d ; write_string # Write "C.1988 SUPERIOR", etc &2375 a5 53 LDA &53 ; title_screen_text_counter &2377 18 CLC &2378 29 0f AND #&0f &237a 2a ROL A &237b 85 70 STA &70 ; player_action_index # Animate player on title screen &237d a0 01 LDY #&01 &237f 84 6e STY &6e ; player_action_timer &2381 88 DEY ; 0 &2382 84 8c STY &8c ; player_is_sinking_or_falling # Set to zero to indicate not sinking or falling &2384 a9 ff LDA #&ff &2386 85 8f STA &8f ; enemy_or_object_type # Set to &ff to indicate no enemy or object &2388 20 a7 13 JSR &13a7 ; update_player &238b a2 a5 LDX #&a5 ; &22a5 = hit_space_string &238d a0 22 LDY #&22 &238f 20 9d 11 JSR &119d ; write_string # Write "HIT " &2392 a9 0a LDA #&0a &2394 20 00 11 JSR &1100 ; delay &2397 ad b5 22 LDA &22b5 ; hit_space_string + &10 &239a 49 01 EOR #&01 # Alternate "HIT " between red and yellow &239c 8d b5 22 STA &22b5 ; hit_space_string + &10 &239f 20 87 13 JSR &1387 ; get_keypress &23a2 e0 20 CPX #&20 ; " " &23a4 d0 9a BNE &2340 ; title_screen_loop &23a6 a9 00 LDA #&00 &23a8 8d 08 23 STA &2308 ; amulet_statue_timer &23ab 85 6c STA &6c ; player_room &23ad 85 9d STA &9d ; ninja_magic_frame &23af 85 9c STA &9c ; ninja_magic_active # Set to zero to indicate magic not active &23b1 85 6e STA &6e ; player_action_timer &23b3 85 83 STA &83 ; enemy_action_timer &23b5 85 8e STA &8e ; enemy_timer &23b7 85 82 STA &82 ; enemy_sprite &23b9 a2 20 LDX #&20 ; reset_rooms_enemies_and_objects_loop &23bb a9 00 LDA #&00 &23bd 9d 9f 04 STA &049f,X ; rooms_visited &23c0 bd 3f 05 LDA &053f,X ; enemies_and_objects_rooms - 1 &23c3 29 7f AND #&7f # Clear top bit to restore enemies and objects &23c5 9d 3f 05 STA &053f,X ; enemies_and_objects_rooms - 1 &23c8 ca DEX &23c9 d0 f0 BNE &23bb ; reset_rooms_enemies_and_objects_loop &23cb a9 03 LDA #&03 # Player starts game with three lives &23cd 85 80 STA &80 ; player_lives &23cf a9 ff LDA #&ff &23d1 85 89 STA &89 ; previous_keys_pressed_bitmap &23d3 85 7e STA &7e ; previous_enemy_or_object &23d5 ad 42 66 LDA &6642 ; initial_player_direction &23d8 85 7d STA &7d ; player_direction &23da a2 05 LDX #&05 ; restore_weapons_carried_loop # Restore weapons carried at start of level &23dc bd 8f 49 LDA &498f,X ; initial_weapons_carried - 1 &23df 9d c8 0c STA &0cc8,X ; weapons_carried - 1 &23e2 ca DEX &23e3 d0 f7 BNE &23dc ; restore_weapons_carried_loop &23e5 a2 10 LDX #&10 ; restore_objects_carried_loop # Restore objects carried at start of level &23e7 bd a5 49 LDA &49a5,X ; initial_objects_carried - 1 &23ea 9d d4 0c STA &0cd4,X ; objects_carried - 1 &23ed ca DEX &23ee d0 f7 BNE &23e7 ; restore_objects_carried_loop &23f0 a9 05 LDA #&05 ; WEAPON_HANDS &23f2 85 8a STA &8a ; player_weapon &23f4 a9 1f LDA #&1f &23f6 85 66 STA &66 ; sprite_x &23f8 a9 3e LDA #&3e &23fa 85 67 STA &67 ; sprite_y &23fc a9 40 LDA #&40 &23fe 85 7c STA &7c ; sprite_size &2400 20 a0 12 JSR &12a0 ; unplot_status_sprite # Unplot using &2403 a9 68 LDA #&68 &2405 85 67 STA &67 ; sprite_y &2407 20 a0 12 JSR &12a0 ; unplot_status_sprite # Unplot holding &240a 20 33 22 JSR &2233 ; unplot_weapons &240d a9 10 LDA #&10 ; OBJECT_NONE &240f 85 8b STA &8b ; player_object &2411 ad 40 66 LDA &6640 ; initial_player_x &2414 85 64 STA &64 ; player_x &2416 ad 41 66 LDA &6641 ; initial_player_y &2419 85 65 STA &65 ; player_y ; start_life &241b a9 f8 LDA #&f8 &241d 8d cd 22 STA &22cd ; draw_line_string + 2 &2420 8d d3 22 STA &22d3 ; draw_line_string + 8 &2423 a9 10 LDA #&10 ; CLG # Clear room &2425 20 ee ff JSR &ffee ; OSWRCH &2428 20 cb 27 JSR &27cb ; initialise_room &242b a9 c8 LDA #&c8 ; Read/Write BREAK/ESCAPE effect &242d a2 00 LDX #&00 &242f a0 03 LDY #&03 ; Clear memory on next RESET &2431 20 f4 ff JSR &fff4 ; OSBYTE ; main_game_loop &2434 e6 9d INC &9d ; ninja_magic_frame &2436 a5 9d LDA &9d ; ninja_magic_frame &2438 29 03 AND #&03 &243a 85 9d STA &9d ; ninja_magic_frame &243c a9 00 LDA #&00 &243e 85 7f STA &7f ; energy_to_lose &2440 20 f5 24 JSR &24f5 ; update_player_and_consider_triggers &2443 a5 7f LDA &7f ; energy_to_lose &2445 f0 18 BEQ &245f ; check_for_sound_pause_and_quit_keys &2447 c9 14 CMP #&14 ; DEATH_BY_SINKING_OR_FALLING &2449 d0 03 BNE &244e ; special_death &244b 4c d2 24 JMP &24d2 ; kill_player ; special_death &244e c9 63 CMP #&63 ; DEATH_BY_FLOWER &2450 d0 03 BNE &2455 ; not_flower &2452 4c b6 24 JMP &24b6 ; out_of_energy # Picking up the FLOWER without the GLOVE is deadly ; not_flower &2455 c9 bb CMP #&bb ; DEATH_BY_SCROLL &2457 d0 03 BNE &245c ; to_lose_player_energy &2459 4c 4a 2c JMP &2c4a ; completion_screen # Picking up the SCROLL completes the game ; to_lose_player_energy &245c 4c 93 24 JMP &2493 ; lose_player_energy ; check_for_sound_pause_and_quit_keys &245f a6 8d LDX &8d ; last_key_pressed &2461 e0 51 CPX #&51 ; "Q" &2463 d0 04 BNE &2469 ; q_not_pressed &2465 a9 01 LDA #&01 # Non-zero to suppress sound &2467 d0 06 BNE &246f ; set_sound_suppression ; q_not_pressed &2469 e0 53 CPX #&53 ; "S" &246b d0 08 BNE &2475 ; s_not_pressed &246d a9 00 LDA #&00 # Zero to enable sound ; set_sound_suppression &246f aa TAX &2470 a9 d2 LDA #&d2 ; Read/Write sound suppression flag &2472 20 f4 ff JSR &fff4 ; OSBYTE ; s_not_pressed &2475 e0 1b CPX #&1b ; ESCAPE &2477 d0 0c BNE &2485 ; shift_escape_not_pressed &2479 a9 ff LDA #&ff ; SHIFT &247b 20 5a 13 JSR &135a ; check_for_keypress # Returns Y = &ff if key pressed &247e c0 ff CPY #&ff &2480 d0 03 BNE &2485 ; shift_escape_not_pressed &2482 4c 13 23 JMP &2313 ; title_screen ; shift_escape_not_pressed &2485 e0 87 CPX #&87 ; COPY &2487 d0 07 BNE &2490 ; copy_not_pressed ; wait_for_delete &2489 20 87 13 JSR &1387 ; get_keypress &248c e0 7f CPX #&7f ; DELETE &248e d0 f9 BNE &2489 ; wait_for_delete ; copy_not_pressed &2490 4c 34 24 JMP &2434 ; main_game_loop ; lose_player_energy &2493 ad cd 22 LDA &22cd ; draw_line_string + 2 &2496 38 SEC &2497 e9 08 SBC #&08 &2499 8d cd 22 STA &22cd ; draw_line_string + 2 &249c 8d d3 22 STA &22d3 ; draw_line_string + 8 &249f a2 cb LDX #&cb ; &22cb = draw_line_string &24a1 a0 22 LDY #&22 &24a3 20 9d 11 JSR &119d ; write_string &24a6 ad cd 22 LDA &22cd ; draw_line_string + 2 &24a9 c9 20 CMP #&20 &24ab f0 09 BEQ &24b6 ; out_of_energy &24ad c6 7f DEC &7f ; energy_to_lose &24af a5 7f LDA &7f ; energy_to_lose &24b1 d0 e0 BNE &2493 ; lose_player_energy &24b3 4c 5f 24 JMP &245f ; check_for_sound_pause_and_quit_keys ; out_of_energy &24b6 a9 01 LDA #&01 &24b8 85 6e STA &6e ; player_action_timer &24ba a9 17 LDA #&17 ; ACTION_PAIN &24bc 85 70 STA &70 ; player_action_index &24be a9 18 LDA #&18 &24c0 85 6f STA &6f ; player_action_duration &24c2 a9 14 LDA #&14 &24c4 8d bf 03 STA &03bf ; death_timer ; animate_pain_before_death &24c7 20 a7 13 JSR &13a7 ; update_player &24ca ce bf 03 DEC &03bf ; death_timer &24cd ad bf 03 LDA &03bf ; death_timer &24d0 d0 f5 BNE &24c7 ; animate_pain_before_death ; kill_player &24d2 a9 64 LDA #&64 # Pause for 100 frames after death &24d4 20 00 11 JSR &1100 ; delay &24d7 20 df 22 JSR &22df ; scroll_text_window_away &24da a5 81 LDA &81 ; room_initial_player_x &24dc 85 64 STA &64 ; player_x &24de a5 91 LDA &91 ; room_initial_player_y &24e0 85 65 STA &65 ; player_y &24e2 a9 00 LDA #&00 &24e4 85 9c STA &9c ; ninja_magic_active &24e6 c6 80 DEC &80 ; player_lives &24e8 a5 80 LDA &80 ; player_lives &24ea f0 06 BEQ &24f2 ; to_title_screen &24ec 20 f9 22 JSR &22f9 ; flush_buffers &24ef 4c 1b 24 JMP &241b ; start_life ; to_title_screen &24f2 4c 13 23 JMP &2313 ; title_screen ; update_player_and_consider_triggers &24f5 20 a7 13 JSR &13a7 ; update_player &24f8 a2 00 LDX #&00 # For each trigger, ; consider_triggers_loop &24fa bd 10 05 LDA &0510,X ; triggers_room &24fd 29 1f AND #&1f # ...18421 room &24ff c5 6c CMP &6c ; player_room &2501 d0 0b BNE &250e ; consider_next_trigger &2503 bd 00 05 LDA &0500,X ; triggers_x &2506 c9 ff CMP #&ff &2508 f0 0a BEQ &2514 ; check_trigger_y &250a c5 64 CMP &64 ; player_x &250c f0 06 BEQ &2514 ; check_trigger_y ; consider_next_trigger &250e e8 INX &250f e0 10 CPX #&10 &2511 d0 e7 BNE &24fa ; consider_triggers_loop &2513 60 RTS ; check_trigger_y &2514 bd c0 06 LDA &06c0,X ; triggers_y &2517 c9 ff CMP #&ff &2519 f0 0c BEQ &2527 ; skip_checking_y &251b 29 fc AND #&fc &251d 85 62 STA &62 ; trigger_y &251f a5 65 LDA &65 ; player_y &2521 29 fc AND #&fc &2523 c5 62 CMP &62 ; trigger_y &2525 d0 e7 BNE &250e ; consider_next_trigger ; skip_checking_y &2527 bd 10 05 LDA &0510,X ; triggers_room &252a 29 e0 AND #&e0 # 842..... trigger type &252c 20 ca 20 JSR &20ca ; get_high_nibble &252f 6a ROR A &2530 d0 03 BNE &2535 ; consider_trigger_type_7 ; handle_trigger_type_0 &2532 4c 44 27 JMP &2744 ; handle_dragon_breath # TRIGGER_DRAGON when targeted by dragon ; consider_trigger_type_7 &2535 c9 07 CMP #&07 ; TRIGGER_SHRINE &2537 d0 5b BNE &2594 ; consider_trigger_type_2 ; handle_trigger_type_7 # TRIGGER_SHRINE to kneel at shrine &2539 a5 6e LDA &6e ; player_action_timer &253b d0 2e BNE &256b ; skip_suggesting_object ; kneel_at_shrine &253d a0 05 LDY #&05 &253f 84 6f STY &6f ; player_action_duration &2541 c8 INY &2542 84 61 STY &61 ; sprite_address_high &2544 a9 d0 LDA #&d0 ; &06d0 = find_sprite # Plot "FIND" &2546 85 60 STA &60 ; sprite_address_low &2548 a9 20 LDA #&20 &254a 85 7c STA &7c ; sprite_size &254c 85 66 STA &66 ; sprite_x &254e a9 74 LDA #&74 &2550 85 67 STA &67 ; sprite_y &2552 20 fe 11 JSR &11fe ; calculate_screen_address_and_plot_sprite_group &2555 a9 24 LDA #&24 &2557 85 66 STA &66 ; sprite_x &2559 ee 80 03 INC &0380 ; suggested_object_offset # Also enemy_energy_bar_sprite_addresses_low &255c ad 80 03 LDA &0380 ; suggested_object_offset &255f 29 07 AND #&07 &2561 8d 80 03 STA &0380 ; suggested_object_offset &2564 a8 TAY &2565 be f0 06 LDX &06f0,Y ; suggested_objects &2568 20 65 21 JSR &2165 ; plot_object # Plot suggested object ; skip_suggesting_object &256b a9 01 LDA #&01 &256d 85 6e STA &6e ; player_action_timer &256f a9 2d LDA #&2d ; ACTION_KNEELING &2571 85 70 STA &70 ; player_action_index &2573 a9 bd LDA #&bd ; X &2575 20 5a 13 JSR &135a ; check_for_keypress # Returns Y = &ff if key pressed &2578 c0 ff CPY #&ff &257a d0 17 BNE &2593 ; leave # Player remains kneeling until X pressed &257c a9 1f LDA #&1f &257e 85 66 STA &66 ; sprite_x &2580 a9 74 LDA #&74 &2582 85 67 STA &67 ; sprite_y &2584 a9 40 LDA #&40 &2586 85 7c STA &7c ; sprite_size &2588 20 a0 12 JSR &12a0 ; unplot_status_sprite # Unplot "FIND" and suggested object &258b a9 00 LDA #&00 &258d 85 6e STA &6e ; player_action_timer &258f a9 08 LDA #&08 ; NINJA_STANDING &2591 85 6d STA &6d ; player_sprite ; leave &2593 60 RTS ; consider_trigger_type_2 &2594 c9 02 CMP #&02 ; TRIGGER_CLAW &2596 d0 03 BNE &259b ; consider_trigger_type_1 &2598 4c cd 26 JMP &26cd ; use_claw_or_check_magic_for_deadly_floor # TRIGGER_CLAW to climb using CLAW ; consider_trigger_type_1 &259b c9 01 CMP #&01 ; TRIGGER_MAGIC &259d d0 14 BNE &25b3 ; consider_trigger_type_3 # TRIGGER_MAGIC to activate ninja magic ; consider_activating_ninja_magic &259f a5 6d LDA &6d ; player_sprite &25a1 c9 13 CMP #&13 ; NINJA_BLOCKING # if player is blocking &25a3 f0 04 BEQ &25a9 ; activate_ninja_magic &25a5 c9 1c CMP #&1c ; NINJA_BLOCKING_BACK &25a7 d0 ea BNE &2593 ; leave ; activate_ninja_magic &25a9 a9 68 LDA #&68 ; &0168 = sound_0168 # Ninja magic sound &25ab 20 67 13 JSR &1367 ; play_sound &25ae a9 01 LDA #&01 # Set to non-zero to activate ninja magic &25b0 85 9c STA &9c ; ninja_magic_active &25b2 60 RTS ; consider_trigger_type_3 &25b3 c9 03 CMP #&03 ; TRIGGER_GARDENS &25b5 d0 32 BNE &25e9 ; consider_trigger_type_4 # TRIGGER_GARDENS to kneel at palace garden statue ; consider_kneeling_at_garden_statue &25b7 a5 7d LDA &7d ; player_direction &25b9 c9 01 CMP #&01 ; DIRECTION_NE # Is the player facing the statue? &25bb d0 2c BNE &25e9 ; consider_trigger_type_4 &25bd a9 01 LDA #&01 # Set to non-zero to activate ninja magic &25bf 85 9c STA &9c ; ninja_magic_active &25c1 85 6e STA &6e ; player_action_timer &25c3 a9 2d LDA #&2d ; ACTION_KNEELING &25c5 85 70 STA &70 ; player_action_index &25c7 20 a7 13 JSR &13a7 ; update_player &25ca ee 08 23 INC &2308 ; amulet_statue_timer &25cd ad 08 23 LDA &2308 ; amulet_statue_timer &25d0 29 1f AND #&1f &25d2 8d 08 23 STA &2308 ; amulet_statue_timer &25d5 d0 bc BNE &2593 ; leave # Remain kneeling at statue for 32 frames &25d7 a5 8b LDA &8b ; player_object &25d9 c9 07 CMP #&07 ; OBJECT_AMULET &25db f0 09 BEQ &25e6 ; to_level_completed # Complete the level if player is holding AMULET &25dd a9 00 LDA #&00 &25df 85 6e STA &6e ; player_action_timer &25e1 85 9c STA &9c ; ninja_magic_active # Set to zero to deactivate ninja magic &25e3 e6 65 INC &65 ; player_y ; leave &25e5 60 RTS ; to_level_completed &25e6 4c a0 27 JMP &27a0 ; level_completed ; consider_trigger_type_4 &25e9 c9 04 CMP #&04 ; TRIGGER_PALACE &25eb d0 22 BNE &260f ; consider_trigger_type_5 &25ed a5 6c LDA &6c ; player_room # TRIGGER_PALACE to open door &25ef c9 0b CMP #&0b # LEVEL_PALACE, room &0b &25f1 d0 03 BNE &25f6 ; consider_entering_palace &25f3 4c c8 2a JMP &2ac8 ; handle_sword_statue # or when targeted by sword statue ; consider_entering_palace &25f6 a5 8b LDA &8b ; player_object &25f8 c9 04 CMP #&04 ; OBJECT_KEY &25fa d0 e9 BNE &25e5 ; leave # Don't allow player through door if not holding KEY &25fc a9 07 LDA #&07 # LEVEL_PALACE, room &07 &25fe 85 6c STA &6c ; player_room &2600 a0 1a LDY #&1a &2602 84 64 STY &64 ; player_x &2604 a9 21 LDA #&21 &2606 85 65 STA &65 ; player_y &2608 a9 02 LDA #&02 ; DIRECTION_SW &260a 85 7d STA &7d ; player_direction &260c 4c cb 27 JMP &27cb ; initialise_room ; consider_trigger_type_5 &260f c9 05 CMP #&05 ; TRIGGER_SANCTUM &2611 d0 1b BNE &262e ; consider_trigger_type_6 &2613 a5 6c LDA &6c ; player_room # TRIGGER_SANCTUM to open secret passage &2615 c9 09 CMP #&09 # LEVEL_INNER_SANCTUM, room &09 &2617 d0 03 BNE &261c ; consider_triggering_archer_statue &2619 4c 5f 2b JMP &2b5f ; consider_opening_secret_passage ; consider_triggering_archer_statue # or when targeted by archer statue &261c c9 0b CMP #&0b # LEVEL_INNER_SANCTUM, room &0b &261e d0 0e BNE &262e ; consider_trigger_type_6 &2620 ad 5f 22 LDA &225f ; archer_statue_passed # Non-zero if archer statue has been passed already &2623 d0 26 BNE &264b ; leave &2625 a5 64 LDA &64 ; player_x &2627 c9 0d CMP #&0d &2629 b0 20 BCS &264b ; leave &262b 4c 25 2b JMP &2b25 ; handle_archer_statue ; consider_trigger_type_6 # TRIGGER_DUNGEONS to attack spider &262e a5 6c LDA &6c ; player_room &2630 c9 0f CMP #&0f # LEVEL_DUNGEONS, room &0f &2632 f0 18 BEQ &264c ; handler_spider # or climb out of level ; use_rope_to_leave_dungeons # LEVEL_DUNGEONS, room &15 &2634 a5 8b LDA &8b ; player_object # Zero if OBJECT_ROPE &2636 d0 13 BNE &264b ; leave # Player must be holding ROPE to leave level &2638 a5 7d LDA &7d ; player_direction &263a c9 03 CMP #&03 ; DIRECTION_NW &263c d0 0d BNE &264b ; leave &263e a2 16 LDX #&16 &2640 a0 26 LDY #&26 &2642 20 ee 26 JSR &26ee ; set_player_climbing # Animate player climbing up ladder &2645 20 df 22 JSR &22df ; scroll_text_window_away &2648 4c a0 27 JMP &27a0 ; level_completed ; leave &264b 60 RTS ; handle_spider &264c a5 65 LDA &65 ; player_y &264e c9 30 CMP #&30 &2650 90 f9 BCC &264b ; leave # Is the player standing in front of the spider? &2652 a9 f0 LDA #&f0 &2654 8d c0 06 STA &06c0 ; triggers_y # Disable trigger for spider &2657 a5 8b LDA &8b ; player_object &2659 c9 02 CMP #&02 ; OBJECT_GUN &265b d0 4e BNE &26ab ; spider_kills_player # Kill the player if not holding GUN ; kill_spider &265d a2 20 LDX #&20 # Animate for 32 frames ; animate_exploding_spider_frame_loop &265f a9 40 LDA #&40 &2661 85 7c STA &7c ; sprite_size &2663 85 67 STA &67 ; sprite_y &2665 a9 16 LDA #&16 &2667 85 66 STA &66 ; sprite_x &2669 85 60 STA &60 ; sprite_address_low &266b 20 ae 11 JSR &11ae ; calculate_screen_address &266e a9 04 LDA #&04 &2670 85 ab STA &ab ; groups ; animate_exploding_spider_group_loop &2672 20 74 13 JSR &1374 ; rnd # Use random data for the explosion &2675 29 0f AND #&0f &2677 18 CLC &2678 69 11 ADC #&11 &267a 85 61 STA &61 ; sprite_address_high &267c 20 01 12 JSR &1201 ; plot_sprite_group &267f 20 e0 11 JSR &11e0 ; move_down_a_group &2682 c6 ab DEC &ab ; groups &2684 a5 ab LDA &ab ; groups &2686 d0 ea BNE &2672 ; animate_exploding_spider_group_loop &2688 a9 60 LDA #&60 ; &0160 = sound_0160 # Exploding spider sound &268a 20 67 13 JSR &1367 ; play_sound &268d ca DEX &268e d0 cf BNE &265f ; animate_exploding_spider_frame_loop &2690 a2 97 LDX #&97 ; &2797 = unplot_spider_string &2692 a0 27 LDY #&27 &2694 20 9d 11 JSR &119d ; write_string # Wipe screen occupied by spider &2697 a0 05 LDY #&05 &2699 a9 00 LDA #&00 ; clear_obstacle_loop &269b 99 8a 0b STA &0b8a,Y ; obstacle_table + &8a # Make space occupied by spider passable &269e 99 9a 0b STA &0b9a,Y ; obstacle_table + &9a &26a1 99 aa 0b STA &0baa,Y ; obstacle_table + &aa &26a4 99 ba 0b STA &0bba,Y ; obstacle_table + &ba &26a7 88 DEY &26a8 d0 f1 BNE &269b ; clear_obstacle_loop &26aa 60 RTS ; spider_kills_player &26ab a9 70 LDA #&70 ; &0170 = sound_0170 # Spider kills player sound &26ad 20 67 13 JSR &1367 ; play_sound &26b0 4c c1 26 JMP &26c1 ; set_player_sinking ; plot_sprite_and_set_player_sinking &26b3 86 66 STX &66 ; sprite_x &26b5 84 67 STY &67 ; sprite_y &26b7 85 7c STA &7c ; sprite_size &26b9 a5 62 LDA &62 ; death_sound &26bb 20 67 13 JSR &1367 ; play_sound &26be 20 fe 11 JSR &11fe ; calculate_screen_address_and_plot_sprite_group ; set_player_sinking &26c1 a9 5a LDA #&5a &26c3 85 aa STA &aa ; player_action_keys_bitmap # Unclear &26c5 85 a7 STA &a7 ; sinking_or_falling &26c7 20 00 11 JSR &1100 ; delay &26ca e6 8c INC &8c ; player_is_sinking_or_falling ; leave &26cc 60 RTS ; use_claw_or_check_magic_for_deadly_floor &26cd a5 9a LDA &9a ; level &26cf c9 04 CMP #&04 ; LEVEL_PALACE &26d1 f0 55 BEQ &2728 ; check_for_ninja_magic_on_deadly_floor ; use_claw &26d3 a9 05 LDA #&05 ; OBJECT_CLAW &26d5 c5 8b CMP &8b ; player_object &26d7 d0 f3 BNE &26cc ; leave # Is the player holding the CLAW? &26d9 a4 8a LDY &8a ; player_weapon &26db b9 c9 0c LDA &0cc9,Y ; weapons_carried &26de d0 ec BNE &26cc ; leave &26e0 a5 6c LDA &6c ; player_room &26e2 c9 03 CMP #&03 # LEVEL_WILDERNESS, room &03 &26e4 f0 37 BEQ &271d ; climb_up_wooden_barricade ; climb_down_brick_wall # LEVEL_WILDERNESS, room &08 &26e6 a2 0d LDX #&0d &26e8 a0 16 LDY #&16 &26ea a9 02 LDA #&02 ; FLIP_HORIZONTALLY &26ec 85 6a STA &6a ; sprite_flip ; set_player_climbing &26ee 86 a9 STX &a9 ; climb_offset &26f0 84 a8 STY &a8 ; end_climb_offset ; climbing_loop &26f2 a5 64 LDA &64 ; player_x &26f4 85 77 STA &77 ; previous_player_x &26f6 a5 65 LDA &65 ; player_y &26f8 85 78 STA &78 ; previous_player_y &26fa a4 a9 LDY &a9 ; climb_offset &26fc b9 c5 2b LDA &2bc5,Y ; climbing_player_x_table &26ff 85 64 STA &64 ; player_x &2701 b9 eb 2b LDA &2beb,Y ; climbing_player_y_table &2704 85 65 STA &65 ; player_y &2706 b9 11 2c LDA &2c11,Y ; climbing_player_sprite_table &2709 aa TAX &270a 85 6d STA &6d ; player_sprite &270c 20 dd 14 JSR &14dd ; plot_player &270f a9 14 LDA #&14 &2711 20 00 11 JSR &1100 ; delay &2714 e6 a9 INC &a9 ; climb_offset &2716 a5 a9 LDA &a9 ; climb_offset &2718 c5 a8 CMP &a8 ; end_climb_offset &271a d0 d6 BNE &26f2 ; climbing_loop &271c 60 RTS ; climb_up_wooden_barricade &271d a2 00 LDX #&00 &271f a0 0d LDY #&0d &2721 a5 7d LDA &7d ; player_direction &2723 c9 01 CMP #&01 ; DIRECTION_NE &2725 f0 c7 BEQ &26ee ; set_player_climbing ; leave &2727 60 RTS ; check_for_ninja_magic_on_deadly_floor # LEVEL_PALACE, room &0c &2728 a5 9c LDA &9c ; ninja_magic_active &272a f0 03 BEQ &272f ; kill_player_on_deadly_floor # doesn't actually use CLAW, is actually deadly floor &272c 4c a0 27 JMP &27a0 ; level_completed ; kill_player_on_deadly_floor &272f a2 12 LDX #&12 &2731 a0 30 LDY #&30 &2733 a9 60 LDA #&60 ; &6660 = deadly_floor_sprite # Plot sprite next to right candle &2735 85 60 STA &60 ; sprite_address_low &2737 a9 66 LDA #&66 &2739 85 61 STA &61 ; sprite_address_high &273b a9 58 LDA #&58 ; &0158 = sound_0158 # Death by deadly floor sound &273d 85 62 STA &62 ; death_sound &273f a9 40 LDA #&40 &2741 4c b3 26 JMP &26b3 ; plot_sprite_and_set_player_sinking ; handle_dragon_breath &2744 a5 9a LDA &9a ; level # Zero if LEVEL_WASTELANDS &2746 d0 15 BNE &275d ; not_wastelands ; handle_dragon_breath_in_wastelands # LEVEL_WASTELANDS, room &17 &2748 a9 60 LDA #&60 ; &0160 = sound_0160 # Dragon breath sound &274a 85 62 STA &62 ; death_sound &274c a9 80 LDA #&80 ; &0680 = dragon_breath_sprite &274e 85 60 STA &60 ; sprite_address_low &2750 a9 06 LDA #&06 &2752 85 61 STA &61 ; sprite_address_high &2754 a9 20 LDA #&20 &2756 a2 13 LDX #&13 &2758 a0 1d LDY #&1d ; to_plot_sprite_and_set_player_sinking &275a 4c b3 26 JMP &26b3 ; plot_sprite_and_set_player_sinking ; handle_dragon_breath_in_wilderness # LEVEL_WILDERNESS, room &18 &275d a5 9c LDA &9c ; ninja_magic_active &275f d0 c6 BNE &2727 ; leave # Non-zero if ninja magic is active &2761 a9 60 LDA #&60 ; &0160 = sound_0160 # Dragon breath sound &2763 85 62 STA &62 ; death_sound &2765 a9 80 LDA #&80 ; &0680 = dragon_breath_sprite &2767 85 60 STA &60 ; sprite_address_low &2769 a9 06 LDA #&06 &276b 85 61 STA &61 ; sprite_address_high &276d a9 20 LDA #&20 &276f a2 10 LDX #&10 &2771 a0 3e LDY #&3e &2773 d0 e5 BNE &275a ; to_plot_sprite_and_set_player_sinking # Always branches ; level_done_string &2775 1c 02 09 0c 06 ; define text window x:(&02, &0c), y:(&06, &09) &277a 0c ; CLS &277b 1f 00 01 ; TAB(&00, &01) &277e 4c 45 56 45 4c 20 44 4f 4e 45 21 ; "LEVEL DONE!" &2789 11 02 ; COLOUR 2 &278b 4e 4f 57 20 4c 4f 41 44 49 4e 47 ; "NOW LOADING" &2796 0d ; unplot_spider_string &2797 1c 0b 0b 0e 08 ; define text window x:(&0b, &0e), y:(&08, &0b) &279c 11 80 ; COLOUR 128 &279e 0c ; CLS &279f 0d ; level_completed &27a0 20 f9 22 JSR &22f9 ; flush_buffers &27a3 ee 9b 22 INC &229b ; load_level_b_string + 3 &27a6 ee 8e 22 INC &228e ; load_level_a_string + 3 &27a9 e6 9a INC &9a ; level &27ab a2 75 LDX #&75 ; &2775 = level_done_string &27ad a0 27 LDY #&27 &27af 20 9d 11 JSR &119d ; write_string # Write "LEVEL DONE!", "NOW LOADING" &27b2 a2 05 LDX #&05 ; backup_weapons_carried_loop # Store weapons carried at start of level &27b4 bd c8 0c LDA &0cc8,X ; weapons_carried - 1 &27b7 9d 8f 49 STA &498f,X ; initial_weapons_carried - 1 &27ba ca DEX &27bb d0 f7 BNE &27b4 ; backup_weapons_carried_loop &27bd a2 10 LDX #&10 ; backup_objects_carried_loop # Store objects carried at start of level &27bf bd d4 0c LDA &0cd4,X ; objects_carried - 1 &27c2 9d a5 49 STA &49a5,X ; initial_objects_carried - 1 &27c5 ca DEX &27c6 d0 f7 BNE &27bf ; backup_objects_carried_loop &27c8 20 61 22 JSR &2261 ; load_level_data ; initialise_room &27cb a9 00 LDA #&00 &27cd 8d 5d 22 STA &225d ; sword_statue_passed # Set to zero to make statue active &27d0 8d 5f 22 STA &225f ; archer_statue_passed # Set to zero to make statue active &27d3 85 6e STA &6e ; player_action_timer &27d5 85 8c STA &8c ; player_is_sinking_or_falling &27d7 85 94 STA &94 ; projectile_ttl &27d9 a9 08 LDA #&08 ; NINJA_STANDING &27db 85 6d STA &6d ; player_sprite &27dd a5 64 LDA &64 ; player_x &27df 85 81 STA &81 ; room_initial_player_x &27e1 a5 65 LDA &65 ; player_y &27e3 85 91 STA &91 ; room_initial_player_y &27e5 a6 6c LDX &6c ; player_room &27e7 bc b0 4d LDY &4db0,X ; room_types &27ea b9 c0 66 LDA &66c0,Y ; room_data_addresses_low &27ed 85 ad STA &ad ; room_data_address_low &27ef b9 e0 66 LDA &66e0,Y ; room_data_addresses_high &27f2 85 ae STA &ae ; room_data_address_high &27f4 a0 00 LDY #&00 &27f6 84 87 STY &87 ; room_data_offset &27f8 a2 01 LDX #&01 ; OBSTACLE_BLOCK &27fa a5 9a LDA &9a ; level &27fc c9 05 CMP #&05 ; LEVEL_INNER_SANCTUM &27fe f0 04 BEQ &2804 ; level_is_passable_by_default &2800 c9 03 CMP #&03 ; LEVEL_DUNGEONS &2802 d0 01 BNE &2805 ; initialise_obstacle_table ; level_is_passable_by_default &2804 ca DEX ; initialise_obstacle_table &2805 8a TXA ; initialise_obstacle_table_loop &2806 99 00 0b STA &0b00,Y ; obstacle_table &2809 c8 INY &280a d0 fa BNE &2806 ; initialise_obstacle_table_loop &280c a2 c4 LDX #&c4 ; &29c4 = clear_room_string &280e a0 29 LDY #&29 &2810 20 9d 11 JSR &119d ; write_string # Clear room on screen &2813 ad 60 22 LDA &2260 ; initial_trigger_y_0 # Restore trigger_y for spider in dungeons &2816 8d c0 06 STA &06c0 ; triggers_y &2819 a6 6c LDX &6c ; player_room &281b e0 1f CPX #&1f &281d f0 81 BEQ &27a0 ; level_completed ; process_room_data_loop &281f a4 87 LDY &87 ; room_data_offset &2821 b1 ad LDA (&ad),Y ; room_data_address # Get byte of room data &2823 aa TAX &2824 29 0f AND #&0f # ....8421 ........ x &2826 18 CLC &2827 2a ROL A &2828 85 66 STA &66 ; sprite_x &282a c9 1e CMP #&1e # If low nibble of first byte is &0f, end of data &282c d0 03 BNE &2831 ; process_room_data_pair &282e 4c d7 29 JMP &29d7 ; consider_adding_enemy_or_object_to_room ; process_room_data_pair &2831 8a TXA &2832 29 f0 AND #&f0 # 8421.... ........ y &2834 6a ROR A &2835 85 67 STA &67 ; sprite_y &2837 20 ae 11 JSR &11ae ; calculate_screen_address &283a e6 87 INC &87 ; room_data_offset &283c a4 87 LDY &87 ; room_data_offset &283e e6 87 INC &87 ; room_data_offset &2840 b1 ad LDA (&ad),Y ; room_data_address # Get second byte of room data &2842 85 88 STA &88 ; scenery_sprite_type or path_type_length_and_direction &2844 29 80 AND #&80 # ........ 8....... path (if set) or sprite (if unset) &2846 d0 1a BNE &2862 ; process_path ; process_scenery_sprite &2848 a2 00 LDX #&00 ; process_scenery_sprite_loop &284a 8a TXA &284b 18 CLC &284c 65 88 ADC &88 ; scenery_sprite_type # ........ ..218421 scenery sprite type &284e a8 TAY &284f b9 00 07 LDA &0700,Y ; scenery_sprites_parts_table &2852 c9 ff CMP #&ff &2854 f0 03 BEQ &2859 ; skip_scenery_sprite_part &2856 20 23 29 JSR &2923 ; process_scenery_sprite_part # Each sprite can have up to four parts ; skip_scenery_sprite_part &2859 8a TXA &285a 18 CLC &285b 69 40 ADC #&40 # stored in s, s + &40, s + &80 and s + &c0 &285d aa TAX &285e d0 ea BNE &284a ; process_scenery_sprite_loop &2860 f0 bd BEQ &281f ; process_room_data_loop # Always branches ; process_path &2862 a5 88 LDA &88 ; path_type_length_and_direction &2864 29 1c AND #&1c # ........ ...184.. path length &2866 18 CLC &2867 6a ROR A &2868 6a ROR A &2869 aa TAX &286a e8 INX ; process_path_loop &286b a5 88 LDA &88 ; path_type_length_and_direction &286d 29 03 AND #&03 # ........ ......21 path type &286f a8 TAY &2870 b9 a0 4d LDA &4da0,Y ; path_obstacle_values &2873 85 5f STA &5f ; obstacle_value &2875 b9 bc 29 LDA &29bc,Y ; path_sprite_addresses_low &2878 85 60 STA &60 ; sprite_address_low &287a b9 c0 29 LDA &29c0,Y ; path_sprite_addresses_high &287d 85 61 STA &61 ; sprite_address_high &287f a5 66 LDA &66 ; sprite_x &2881 85 5c STA &5c ; original_sprite_x &2883 c9 c8 CMP #&c8 &2885 90 04 BCC &288b ; skip_wraparound &2887 a9 00 LDA #&00 &2889 85 66 STA &66 ; sprite_x ; skip_wraparound &288b 20 d2 20 JSR &20d2 ; calculate_obstacle_table_offset # Returns obstacle table offset in Y &288e a5 5c LDA &5c ; original_sprite_x &2890 85 66 STA &66 ; sprite_x &2892 c9 c8 CMP #&c8 &2894 90 06 BCC &289c ; skip_calculate_obstacle_table_address ; calculate_obstacle_table_address_loop &2896 88 DEY &2897 18 CLC &2898 69 02 ADC #&02 &289a d0 fa BNE &2896 ; calculate_obstacle_table_address_loop ; skip_calculate_obstacle_table_address &289c 84 5d STY &5d ; obstacle_table_address_low &289e a9 0b LDA #&0b ; &0b00 = obstacle_table &28a0 85 5e STA &5e ; obstacle_table_address_high &28a2 a0 00 LDY #&00 ; set_obstacle_table_loop &28a4 98 TYA &28a5 18 CLC &28a6 2a ROL A &28a7 65 66 ADC &66 ; sprite_x &28a9 c9 1e CMP #&1e # If the path is off the left or right of the screen, &28ab b0 10 BCS &28bd ; skip_setting_obstacle # don't change the obstacle table &28ad a5 5f LDA &5f ; obstacle_value &28af c9 02 CMP #&02 ; OBSTACLE_SINK &28b1 d0 08 BNE &28bb ; not_sink &28b3 c0 00 CPY #&00 # For water, only the middle of the path is dangerous &28b5 f0 06 BEQ &28bd ; not_sink &28b7 c0 06 CPY #&06 &28b9 b0 02 BCS &28bd ; skip_setting_obstacle ; not_sink &28bb 91 5d STA (&5d),Y ; obstacle_table_address # Add path to obstacle table ; skip_setting_obstacle &28bd c8 INY &28be c0 08 CPY #&08 &28c0 d0 e2 BNE &28a4 ; set_obstacle_table_loop &28c2 18 CLC &28c3 a0 80 LDY #&80 &28c5 a5 66 LDA &66 ; sprite_x &28c7 85 75 STA &75 ; previous_sprite_x &28c9 c9 80 CMP #&80 &28cb b0 3e BCS &290b ; path_hit_left_edge_of_screen &28cd c9 0e CMP #&0e &28cf b0 2d BCS &28fe ; path_hit_right_edge_of_screen ; plot_path_section &28d1 84 7c STY &7c ; sprite_size &28d3 84 6a STY &6a ; sprite_flip &28d5 20 fe 11 JSR &11fe ; calculate_screen_address_and_plot_sprite_group &28d8 a5 75 LDA &75 ; previous_sprite_x &28da 85 66 STA &66 ; sprite_x &28dc a5 88 LDA &88 ; path_type_length_and_direction &28de 29 60 AND #&60 # ........ .42..... path direction &28e0 20 ca 20 JSR &20ca ; get_high_nibble &28e3 6a ROR A &28e4 a8 TAY &28e5 a5 66 LDA &66 ; sprite_x # Move to start of next section of path &28e7 18 CLC &28e8 79 cf 29 ADC &29cf,Y ; path_x_offsets &28eb 85 66 STA &66 ; sprite_x &28ed a5 67 LDA &67 ; sprite_y &28ef 18 CLC &28f0 79 d3 29 ADC &29d3,Y ; path_y_offsets &28f3 85 67 STA &67 ; sprite_y &28f5 ca DEX &28f6 f0 03 BEQ &28fb ; to_process_room_data_loop &28f8 4c 6b 28 JMP &286b ; process_path_loop ; to_process_room_data_loop &28fb 4c 1f 28 JMP &281f ; process_room_data_loop ; path_hit_right_edge_of_screen &28fe a9 1e LDA #&1e &2900 38 SEC &2901 e5 66 SBC &66 ; sprite_x &2903 18 CLC &2904 2a ROL A &2905 2a ROL A &2906 2a ROL A ; to_plot_path_section &2907 a8 TAY &2908 18 CLC &2909 90 c6 BCC &28d1 ; plot_path_section # Always branches ; path_hit_left_edge_of_screen &290b 49 ff EOR #&ff &290d 18 CLC &290e 69 01 ADC #&01 &2910 2a ROL A &2911 2a ROL A &2912 2a ROL A &2913 85 63 STA &63 ; tmp &2915 20 82 12 JSR &1282 ; add_to_sprite_address &2918 a9 00 LDA #&00 &291a 85 66 STA &66 ; sprite_x &291c 98 TYA &291d 38 SEC &291e e5 63 SBC &63 ; tmp &2920 4c 07 29 JMP &2907 ; to_plot_path_section ; process_scenery_sprite_part &2923 85 73 STA &73 ; scenery_sprite_part &2925 a5 67 LDA &67 ; sprite_y &2927 c9 80 CMP #&80 &2929 90 01 BCC &292c ; top_bit_clear &292b 60 RTS ; top_bit_clear &292c 20 d2 20 JSR &20d2 ; calculate_obstacle_table_offset # Returns carry set if sprite off screen &292f b0 51 BCS &2982 ; plot_scenery_sprite_part # Skip changing obstacle table if sprite off screen &2931 a9 01 LDA #&01 ; OBSTACLE_BLOCK &2933 85 5f STA &5f ; obstacle_value &2935 84 5e STY &5e ; obstacle_table_offset &2937 a5 88 LDA &88 ; scenery_sprite_type &2939 c9 3c CMP #&3c ; SCENERY_BARRICADE_YELLOW_TOP_ONE # Player can fall from top of barricade in wilderness &293b 90 0a BCC &2947 ; not_top_of_barricade &293d a5 9a LDA &9a ; level &293f c9 01 CMP #&01 ; LEVEL_WILDERNESS &2941 d0 04 BNE &2947 ; not_top_of_barricade &2943 a9 04 LDA #&04 ; OBSTACLE_FALL &2945 85 5f STA &5f ; obstacle_value ; not_top_of_barricade &2947 a0 00 LDY #&00 ; check_if_passable_loop &2949 b9 a3 4d LDA &4da3,Y ; passable_room_sprite_parts &294c c5 73 CMP &73 ; scenery_sprite_part &294e d0 02 BNE &2952 ; not_passable &2950 c6 5f DEC &5f ; obstacle_value # OBSTACLE_NONE ; not_passable &2952 c8 INY &2953 c0 0d CPY #&0d &2955 d0 f2 BNE &2949 ; check_if_passable_loop &2957 a4 5e LDY &5e ; obstacle_table_offset &2959 a5 5f LDA &5f ; obstacle_value &295b 99 00 0b STA &0b00,Y ; obstacle_table # Add scenery sprite to obstacle table &295e 99 01 0b STA &0b01,Y ; obstacle_table + 1 &2961 a4 73 LDY &73 ; scenery_sprite_part &2963 c0 79 CPY #&79 ; part_79 # parts &79 (unused) and &7a to &7e use path sprites &2965 b0 3e BCS &29a5 ; use_partial_path_sprite &2967 98 TYA &2968 18 CLC # Calculate address of scenery sprite part &2969 69 05 ADC #&05 # &55a0 = scenery_sprite_parts &296b 85 5f STA &5f ; tmp # scenery sprite part s is at &5500 + (s + 5) * &20 &296d 29 07 AND #&07 &296f 2a ROL A &2970 2a ROL A &2971 2a ROL A &2972 2a ROL A &2973 2a ROL A &2974 85 60 STA &60 ; sprite_address_low &2976 a5 5f LDA &5f ; tmp &2978 29 f8 AND #&f8 &297a 6a ROR A &297b 6a ROR A &297c 6a ROR A &297d 18 CLC &297e 69 55 ADC #&55 &2980 85 61 STA &61 ; sprite_address_high ; plot_scenery_sprite_part &2982 a0 20 LDY #&20 &2984 a5 66 LDA &66 ; sprite_x &2986 c9 1b CMP #&1b &2988 90 0a BCC &2994 ; not_clipped_to_right &298a a9 1e LDA #&1e &298c 38 SEC &298d e5 66 SBC &66 ; sprite_x &298f 18 CLC &2990 2a ROL A &2991 2a ROL A &2992 2a ROL A &2993 a8 TAY ; not_clipped_to_right &2994 84 7c STY &7c ; sprite_size &2996 84 6a STY &6a ; sprite_flip &2998 20 01 12 JSR &1201 ; plot_sprite_group &299b a5 67 LDA &67 ; sprite_y &299d 18 CLC &299e 69 08 ADC #&08 &29a0 85 67 STA &67 ; sprite_y &29a2 4c e0 11 JMP &11e0 ; move_down_a_group ; use_partial_path_sprite &29a5 b9 38 29 LDA &2938,Y ; partial_path_sprite_addresses_low - &7a &29a8 85 60 STA &60 ; sprite_address_low &29aa b9 3d 29 LDA &293d,Y ; partial_path_sprite_addresses_high - &7a &29ad 85 61 STA &61 ; sprite_address_high &29af 4c 82 29 JMP &2982 ; plot_scenery_sprite_part ; partial_path_sprite_addresses_low ; 7a 7b 7c 7d 7e &29b2 80 a0 20 60 00 ; partial_path_sprite_addresses_high ; 7a 7b 7c 7d 7e &29b7 4c 4c 4c 4c 4d ; path_sprite_addresses_low # &4c20 = path_sprite_0 &29bc 20 a0 20 a0 # &4ca0 = path_sprite_1 ; path_sprite_addresses_high # &4d20 = path_sprite_2 &29c0 4c 4c 4d 4d # &4da0 = path_obstacle_values (not used as sprite) ; clear_room_string &29c4 1c 00 0f 0e 00 ; define text window x:(&00, &0e), y:(&00, &0f) &29c9 11 80 ; COLOUR 128 &29cb 0c ; CLS &29cc 11 81 ; COLOUR 129 &29ce 0d ; path_x_offsets ; se ne sw nw &29cf 04 04 fc fc ; path_y_offsets ; se ne sw nw &29d3 f8 08 f8 08 ; consider_adding_enemy_or_object_to_room &29d7 a5 9a LDA &9a ; level # The Inner Sanctum has three special rooms &29d9 c9 05 CMP #&05 ; LEVEL_INNER_SANCTUM &29db d0 24 BNE &2a01 ; not_inner_sanctum &29dd ad 5e 22 LDA &225e ; secret_passage_opened # Non-zero if secret passage has been opened &29e0 f0 09 BEQ &29eb ; skip_opening_secret_passage &29e2 a5 6c LDA &6c ; player_room &29e4 c9 09 CMP #&09 # LEVEL_INNER_SANCTUM, room &09 &29e6 d0 03 BNE &29eb ; skip_opening_secret_passage &29e8 20 71 2b JSR &2b71 ; open_secret_passage ; skip_opening_secret_passage &29eb a5 6c LDA &6c ; player_room &29ed c9 0c CMP #&0c # LEVEL_INNER_SANCTUM, room &0c &29ef d0 07 BNE &29f8 ; skip_deactivating_ninja_magic &29f1 20 f9 22 JSR &22f9 ; flush_buffers &29f4 a9 00 LDA #&00 # Set to zero to deactivate ninja magic &29f6 85 9c STA &9c ; ninja_magic_active ; skip_deactivating_ninja_magic &29f8 a5 6c LDA &6c ; player_room &29fa c9 0e CMP #&0e # LEVEL_INNER_SANCTUM, room &0e &29fc d0 03 BNE &2a01 ; skip_using_scroll_room_obstacle_table &29fe 20 bc 2a JSR &2abc ; use_scroll_room_obstacle_table ; skip_using_scroll_room_obstacle_table ; not_inner_sanctum &2a01 a2 00 LDX #&00 &2a03 a4 8f LDY &8f ; enemy_or_object_type &2a05 a9 ff LDA #&ff # Set to &ff to indicate no enemy or object by default &2a07 85 8f STA &8f ; enemy_or_object_type &2a09 c0 18 CPY #&18 ; OBJECT_ENEMY | ENEMY_VERY_FAST &2a0b 90 08 BCC &2a15 ; check_for_objects_in_room_loop &2a0d a5 93 LDA &93 ; enemy_energy &2a0f c9 ff CMP #&ff &2a11 d0 02 BNE &2a15 ; check_for_objects_in_room_loop &2a13 85 7e STA &7e ; previous_enemy_or_object # Set to &ff to forget previous enemy ; check_for_objects_in_room_loop # For each enemy or object, &2a15 bd 40 05 LDA &0540,X ; enemies_and_objects_rooms &2a18 c5 6c CMP &6c ; player_room # is it in the room? &2a1a d0 3e BNE &2a5a ; consider_next_object &2a1c bd 80 04 LDA &0480,X ; enemies_and_objects_types &2a1f 85 8f STA &8f ; enemy_or_object_type &2a21 bd 20 05 LDA &0520,X ; enemies_and_objects_locations &2a24 a8 TAY &2a25 29 0f AND #&0f # Low nibble of location is x position &2a27 18 CLC &2a28 2a ROL A &2a29 85 79 STA &79 ; enemy_or_object_x &2a2b 85 90 STA &90 ; previous_enemy_or_object_x &2a2d 85 66 STA &66 ; sprite_x &2a2f 98 TYA &2a30 29 f0 AND #&f0 # High nibble of location is y position &2a32 6a ROR A &2a33 85 7a STA &7a ; enemy_or_object_y &2a35 85 7b STA &7b ; previous_enemy_or_object_y &2a37 85 67 STA &67 ; sprite_y &2a39 e4 7e CPX &7e ; previous_enemy_or_object &2a3b f0 12 BEQ &2a4f ; skip_resetting_enemy_energy &2a3d 86 7e STX &7e ; previous_enemy_or_object &2a3f a9 10 LDA #&10 # Enemy needs 17 hits to kill &2a41 85 93 STA &93 ; enemy_energy &2a43 a2 07 LDX #&07 ; reset_energy_enemy_loop &2a45 a9 78 LDA #&78 ; &4978 = enemy_energy_bar_sprite_0 &2a47 9d 80 03 STA &0380,X ; enemy_energy_bar_sprite_addresses_low &2a4a ca DEX &2a4b e0 ff CPX #&ff &2a4d d0 f6 BNE &2a45 ; reset_energy_enemy_loop ; skip_resetting_enemy_energy &2a4f 20 ae 11 JSR &11ae ; calculate_screen_address &2a52 a9 f0 LDA #&f0 ; &05f0 = enemy_or_object_back_buffer &2a54 20 9e 19 JSR &199e ; copy_screen_to_buffer # Store screen behind enemy or object &2a57 4c 5f 2a JMP &2a5f ; consider_flashing_object ; consider_next_object &2a5a e8 INX &2a5b e0 20 CPX #&20 &2a5d d0 b6 BNE &2a15 ; check_for_objects_in_room_loop ; consider_flashing_object &2a5f a5 8f LDA &8f ; enemy_or_object_type &2a61 c9 10 CMP #&10 ; OBJECT_ENEMY &2a63 b0 42 BCS &2aa7 ; skip_flashing_object # Is there an object in the room? &2a65 a9 06 LDA #&06 # Flash three times on first visit &2a67 85 5a STA &5a ; flash_count &2a69 a4 6c LDY &6c ; player_room &2a6b b9 a0 04 LDA &04a0,Y ; rooms_visited &2a6e f0 04 BEQ &2a74 ; object_not_previously_flashed &2a70 a9 01 LDA #&01 # Flash once on subsequent visits &2a72 85 5a STA &5a ; flash_count ; object_not_previously_flashed &2a74 a9 01 LDA #&01 # Set to one to indicate object flashed &2a76 99 a0 04 STA &04a0,Y ; rooms_visited ; flash_object_loop &2a79 a5 79 LDA &79 ; enemy_or_object_x &2a7b 85 66 STA &66 ; sprite_x &2a7d a5 7a LDA &7a ; enemy_or_object_y &2a7f 85 67 STA &67 ; sprite_y &2a81 20 ae 11 JSR &11ae ; calculate_screen_address &2a84 a5 5a LDA &5a ; flash_count &2a86 29 01 AND #&01 &2a88 d0 08 BNE &2a92 ; flash_plot ; flash_unplot &2a8a a9 f0 LDA #&f0 ; &05f0 = enemy_or_object_back_buffer &2a8c 20 68 19 JSR &1968 ; copy_buffer_to_screen # Unplot object &2a8f 4c 9c 2a JMP &2a9c ; consider_next_flash ; flash_plot &2a92 a6 8f LDX &8f ; enemy_or_object_type &2a94 20 65 21 JSR &2165 ; plot_object # Plot object &2a97 a9 28 LDA #&28 ; &0128 = sound_0128 # Flashing object sound &2a99 20 67 13 JSR &1367 ; play_sound ; consider_next_flash &2a9c a9 0a LDA #&0a &2a9e 20 00 11 JSR &1100 ; delay &2aa1 c6 5a DEC &5a ; flash_count &2aa3 a5 5a LDA &5a ; flash_count &2aa5 d0 d2 BNE &2a79 ; flash_object_loop ; skip_flashing_object ; store_player_buffer_and_plot_enemy_energy &2aa7 a5 64 LDA &64 ; player_x &2aa9 85 66 STA &66 ; sprite_x &2aab a5 65 LDA &65 ; player_y &2aad 29 f8 AND #&f8 &2aaf 85 67 STA &67 ; sprite_y &2ab1 20 ae 11 JSR &11ae ; calculate_screen_address &2ab4 a9 60 LDA #&60 ; &0560 = player_back_buffer &2ab6 20 9e 19 JSR &199e ; copy_screen_to_buffer # Store screen behind player &2ab9 4c 97 20 JMP &2097 ; plot_enemy_energy ; use_scroll_room_obstacle_table &2abc a2 00 LDX #&00 ; copy_scroll_obstacle_table_loop &2abe bd 28 54 LDA &5428,X ; scroll_room_obstacle_table &2ac1 9d 00 0b STA &0b00,X ; obstacle_table &2ac4 e8 INX &2ac5 d0 f7 BNE &2abe ; copy_scroll_obstacle_table_loop &2ac7 60 RTS ; handle_sword_statue &2ac8 a5 64 LDA &64 ; player_x &2aca c9 11 CMP #&11 &2acc b0 05 BCS &2ad3 ; leave &2ace ad 5d 22 LDA &225d ; sword_statue_passed # Non-zero if statue has been passed &2ad1 f0 01 BEQ &2ad4 ; animate_sword_statue_magic ; leave &2ad3 60 RTS ; animate_sword_statue_projectile &2ad4 a9 08 LDA #&08 &2ad6 85 66 STA &66 ; sprite_x &2ad8 a9 28 LDA #&28 &2ada 85 67 STA &67 ; sprite_y &2adc 20 13 2b JSR &2b13 ; plot_or_unplot_enemy_projectile # Plot enemy projectile ; animate_sword_statue_projectile_loop &2adf a9 13 LDA #&13 ; Wait for vertical retrace &2ae1 20 f4 ff JSR &fff4 ; OSBYTE &2ae4 20 13 2b JSR &2b13 ; plot_or_unplot_enemy_projectile # Unplot enemy projectile from previous position &2ae7 c6 66 DEC &66 ; sprite_x &2ae9 a5 67 LDA &67 ; sprite_y &2aeb 18 CLC &2aec 69 08 ADC #&08 &2aee 85 67 STA &67 ; sprite_y &2af0 20 13 2b JSR &2b13 ; plot_or_unplot_enemy_projectile # Plot enemy projectile in new position &2af3 a9 13 LDA #&13 ; Wait for vertical retrace &2af5 20 f4 ff JSR &fff4 ; OSBYTE &2af8 a9 10 LDA #&10 ; &0110 = sound_0110 # Firing sword statue projectile sound &2afa 20 67 13 JSR &1367 ; play_sound &2afd a5 66 LDA &66 ; sprite_x &2aff c9 01 CMP #&01 &2b01 d0 dc BNE &2adf ; animate_sword_statue_projectile_loop &2b03 20 13 2b JSR &2b13 ; plot_or_unplot_enemy_projectile # Unplot enemy projectile &2b06 a5 64 LDA &64 ; player_x &2b08 c9 0a CMP #&0a &2b0a f0 03 BEQ &2b0f ; disable_sword_statue &2b0c e6 8c INC &8c ; player_is_sinking_or_falling # Set player sinking if not close to statue &2b0e 60 RTS ; disable_sword_statue &2b0f ee 5d 22 INC &225d ; sword_statue_passed # Set to non-zero to stop statue firing again &2b12 60 RTS ; plot_or_unplot_enemy_projectile &2b13 20 ae 11 JSR &11ae ; calculate_screen_address &2b16 a0 00 LDY #&00 ; plot_or_unplot_enemy_projectile_loop &2b18 b1 68 LDA (&68),Y ; screen_address &2b1a 59 50 66 EOR &6650,Y ; &6650 = enemy_projectile_sprite &2b1d 91 68 STA (&68),Y ; screen_address &2b1f c8 INY &2b20 c0 10 CPY #&10 &2b22 d0 f4 BNE &2b18 ; plot_or_unplot_enemy_projectile_loop ; leave &2b24 60 RTS ; handle_archer_statue &2b25 a9 10 LDA #&10 &2b27 85 66 STA &66 ; sprite_x &2b29 a9 28 LDA #&28 &2b2b 85 67 STA &67 ; sprite_y &2b2d 20 13 2b JSR &2b13 ; plot_or_unplot_enemy_projectile ; animate_archer_statue_projectile &2b30 a9 13 LDA #&13 ; Wait for vertical retrace &2b32 20 f4 ff JSR &fff4 ; OSBYTE &2b35 20 13 2b JSR &2b13 ; plot_or_unplot_enemy_projectile &2b38 c6 66 DEC &66 ; sprite_x &2b3a a9 13 LDA #&13 ; Wait for vertical retrace &2b3c 20 f4 ff JSR &fff4 ; OSBYTE &2b3f 20 13 2b JSR &2b13 ; plot_or_unplot_enemy_projectile &2b42 a9 88 LDA #&88 ; &0188 = sound_0188 # Firing archer statue projectile sound &2b44 20 67 13 JSR &1367 ; play_sound &2b47 a5 66 LDA &66 ; sprite_x &2b49 d0 e5 BNE &2b30 ; animate_archer_statue_projectile &2b4b 20 13 2b JSR &2b13 ; plot_or_unplot_enemy_projectile &2b4e a5 64 LDA &64 ; player_x &2b50 c9 0a CMP #&0a &2b52 f0 07 BEQ &2b5b ; disable_archer_statue &2b54 a5 9c LDA &9c ; ninja_magic_active &2b56 d0 03 BNE &2b5b ; disable_archer_statue &2b58 e6 8c INC &8c ; player_is_sinking_or_falling # Set player sinking if ninja magic not activated &2b5a 60 RTS ; disable_archer_statue &2b5b ee 5f 22 INC &225f ; archer_statue_passed # Set to non-zero to stop statue firing again &2b5e 60 RTS ; consider_opening_secret_passage &2b5f a9 01 LDA #&01 ; OBJECT_FLOWER &2b61 cd 5e 22 CMP &225e ; secret_passage_opened # One if secret passage has been opened &2b64 f0 be BEQ &2b24 ; leave &2b66 c5 8b CMP &8b ; player_object &2b68 d0 ba BNE &2b24 ; leave # Leave if player isn't holding FLOWER &2b6a c5 7d CMP &7d ; player_direction &2b6c d0 b6 BNE &2b24 ; leave # Leave if player isn't facing DIRECTION_NE &2b6e 8d 5e 22 STA &225e ; secret_passage_opened ; open_secret_passage &2b71 a2 1d LDX #&1d &2b73 86 66 STX &66 ; sprite_x ; open_secret_passage_frame_loop &2b75 a9 08 LDA #&08 &2b77 8d 90 01 STA &0190 ; height &2b7a a9 00 LDA #&00 &2b7c 85 67 STA &67 ; sprite_y &2b7e 20 ae 11 JSR &11ae ; calculate_screen_address ; open_secret_passage_group_loop &2b81 a0 00 LDY #&00 &2b83 98 TYA ; open_secret_passage_byte_loop &2b84 91 68 STA (&68),Y ; screen_address # Unplot a section of the secret passage door &2b86 c8 INY &2b87 c0 08 CPY #&08 &2b89 d0 f9 BNE &2b84 ; open_secret_passage_byte_loop &2b8b 20 e0 11 JSR &11e0 ; move_down_a_group &2b8e ce 90 01 DEC &0190 ; height &2b91 ad 90 01 LDA &0190 ; height &2b94 d0 eb BNE &2b81 ; open_secret_passage_group_loop &2b96 a9 80 LDA #&80 ; &0180 = sound_0180 # Opening secret passage sound &2b98 20 67 13 JSR &1367 ; play_sound &2b9b a9 0f LDA #&0f &2b9d 20 00 11 JSR &1100 ; delay &2ba0 c6 66 DEC &66 ; sprite_x &2ba2 a5 66 LDA &66 ; sprite_x &2ba4 c9 17 CMP #&17 &2ba6 d0 cd BNE &2b75 ; open_secret_passage_frame_loop &2ba8 a0 0c LDY #&0c &2baa 84 60 STY &60 ; sprite_address_low &2bac 88 DEY ; &0b0c = obstacle_table + &c &2bad 84 61 STY &61 ; sprite_address_high &2baf a2 08 LDX #&08 ; unblock_secret_passage_row_loop &2bb1 a0 00 LDY #&00 ; unblock_secret_passage_column_loop &2bb3 a9 00 LDA #&00 ; OBSTACLE_NONE &2bb5 91 60 STA (&60),Y ; sprite_address # Make space occupied by door passable &2bb7 c8 INY &2bb8 c0 04 CPY #&04 &2bba d0 f7 BNE &2bb3 ; unblock_secret_passage_column_loop &2bbc a9 10 LDA #&10 # Move down a row in obstacle table &2bbe 20 82 12 JSR &1282 ; add_to_sprite_address &2bc1 ca DEX &2bc2 d0 ed BNE &2bb1 ; unblock_secret_passage_row_loop &2bc4 60 RTS ; climbing_player_x_table &2bc5 14 14 14 14 14 14 14 14 14 15 15 15 15 ; &00 : LEVEL_WILDERNESS, room &03, claw, climbing up wooden barrier &2bd2 11 11 11 11 11 11 11 11 11 ; &0d : LEVEL_WILDERNESS, room &08, claw, climbing down brick wall &2bdb 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f ; &26 : LEVEL_DUNGEONS, room &15, rope, climbing up ladder ; climbing_player_y_table &2beb 2c 28 24 20 1c 18 12 0e 0a 07 05 03 00 &2bf8 08 10 18 20 28 30 38 40 48 &2c01 20 1c 18 14 10 0c 08 04 00 fc f8 f4 f0 ec e8 e0 ; climbing_player_sprite_table &2c11 1c 1d 1c 1d 1c 1d 1c 1d 1f 20 21 22 11 &2c1e 11 1c 1d 1c 1d 1c 1d 1c 1d &2c27 1c 1d 1c 1d 1c 1d 1c 1d 1c 1d 1c 1d 1c 1d 1c 1d ; animate_player_on_completion_screen &2c37 a0 01 LDY #&01 &2c39 84 6e STY &6e ; player_action_timer &2c3b a9 2d LDA #&2d ; ACTION_KNEELING &2c3d 85 70 STA &70 ; player_action_index &2c3f e6 9d INC &9d ; ninja_magic_frame &2c41 a5 9d LDA &9d ; ninja_magic_frame &2c43 29 03 AND #&03 &2c45 85 9d STA &9d ; ninja_magic_frame &2c47 4c a7 13 JMP &13a7 ; update_player ; completion_screen &2c4a a9 01 LDA #&01 ; DIRECTION_NE &2c4c 85 9c STA &9c ; ninja_magic_active # Set to non-zero to activate ninja magic &2c4e 85 7d STA &7d ; player_direction &2c50 8d be 03 STA &03be ; count ; completion_animation_loop &2c53 20 37 2c JSR &2c37 ; animate_player_on_completion_screen &2c56 ee be 03 INC &03be ; count &2c59 ad be 03 LDA &03be ; count &2c5c c9 7f CMP #&7f &2c5e d0 f3 BNE &2c53 ; completion_animation_loop &2c60 20 f9 22 JSR &22f9 ; flush_buffers &2c63 20 df 22 JSR &22df ; scroll_text_window_away &2c66 a9 c8 LDA #&c8 &2c68 20 00 11 JSR &1100 ; delay &2c6b a0 00 LDY #&00 ; OBSTACLE_NONE &2c6d 98 TYA ; wipe_obstacle_table_loop &2c6e 99 00 0b STA &0b00,Y ; obstacle_table &2c71 c8 INY &2c72 d0 fa BNE &2c6e ; wipe_obstacle_table_loop &2c74 a9 0e LDA #&0e &2c76 85 64 STA &64 ; player_x &2c78 a9 28 LDA #&28 &2c7a 85 65 STA &65 ; player_y &2c7c a2 90 LDX #&90 &2c7e a9 0f LDA #&0f ; wipe_player_back_buffer_loop &2c80 9d 5f 05 STA &055f,X ; player_back_buffer - 1 &2c83 ca DEX &2c84 d0 fa BNE &2c80 ; wipe_player_back_buffer_loop &2c86 a2 a1 LDX #&a1 ; &2ca1 = congratulations_string &2c88 a0 2c LDY #&2c &2c8a 20 9d 11 JSR &119d ; write_string # Write "CONGRATULATIONS", "QUEST COMPLETE!" &2c8d a2 e8 LDX #&e8 ; &0ce8 = completion_code_string &2c8f a0 0c LDY #&0c &2c91 20 9d 11 JSR &119d ; write_string # Write "Q9C4PR" ; wait_for_space &2c94 20 37 2c JSR &2c37 ; animate_player_on_completion_screen &2c97 20 87 13 JSR &1387 ; get_keypress &2c9a e0 20 CPX #&20 ; " " &2c9c d0 f6 BNE &2c94 ; wait_for_space &2c9e 4c 13 23 JMP &2313 ; title_screen ; congratulations_string &2ca1 1f 00 02 ; TAB(&00, &02) &2ca4 11 81 ; COLOUR 129 &2ca6 11 03 ; COLOUR 3 &2ca8 43 4f 4e 47 52 41 54 55 4c 41 54 49 4f 4e 53 ; "CONGRATULATIONS" &2cb7 1f 00 0e ; TAB(&00, &0e) &2cba 51 55 45 53 54 20 43 4f 4d 50 4c 45 54 45 21 ; "QUEST COMPLETE!" &2cc9 0d ; unused # Source code fragment &2cca 77 65 61 70 6f 6e 70 72 69 6e 74 3d 53 25 3a 77 ; "weaponprint=S%:w" &2cda 65 61 70 6f 6e 73 3d 54 25 3a 6d 74 63 68 25 3d ; "eapons=T%:mtch%=" &2cea 55 25 3a 6d 61 74 63 68 5f 61 6c 6c 3d 56 25 3a ; "U%:match_all=V%:" &2cfa 6f 62 70 72 69 6e ; "obprin" ; fountain_water_sprite &2d00 00 04 0c 02 0b 09 05 0a 00 04 04 0a 08 02 04 0a &2d10 00 00 00 00 02 01 04 09 00 00 00 00 08 00 04 02 &2d20 02 08 09 04 02 04 01 05 0a 02 00 02 08 04 04 00 &2d30 0a 09 04 01 02 08 09 04 0a 00 0a 00 0a 02 00 02 &2d40 03 0a 04 0a 01 05 04 04 02 02 08 02 00 04 00 08 &2d50 02 04 01 05 03 0a 04 0a 08 04 04 00 02 02 08 02 &2d60 0a 09 05 0a 00 05 01 04 00 02 04 02 08 00 04 04 &2d70 01 05 04 04 0a 09 05 0a 00 04 00 08 00 02 04 02 &2d80 00 0a 09 05 04 01 00 00 02 00 04 02 08 04 00 00 &2d90 01 0c 01 08 04 09 00 02 00 04 02 04 04 02 00 08 ; NINJA-2 ; 002da0 002da0 001e80 ; ninja_sprite_00 (NINJA_RUNNING) &2da0 00 00 00 00 00 00 00 00 02 07 07 0f 0f 3c 2d 0f &2db0 00 00 00 08 08 08 08 08 01 03 07 07 1f 1f 1f 07 &2dc0 0f 8f 9f df ff ff ef ef 00 00 08 08 08 0c 0c 48 &2dd0 07 03 03 01 01 01 01 01 6f e7 e7 e7 2f 0f 0f 0f &2de0 48 40 04 00 00 00 08 08 01 01 00 00 01 03 03 03 &2df0 0f 0f 0f 0f 0f 0f 0e 0e 08 08 08 00 00 00 00 00 &2e00 03 02 02 00 00 00 00 00 0e 0e 0c 0c 0c 0e 0e 06 &2e10 00 00 00 00 00 00 00 00 ; ninja_sprite_01 (NINJA_RUNNING_FRAME_TWO) &2e18 00 00 00 00 00 00 00 00 00 01 01 03 03 03 03 03 &2e28 08 0c 0c 0e 0e c2 86 0e 00 00 00 00 00 01 01 01 &2e38 07 2f 2f 3f 3f 3f 3f 3f 0c 0c 0c 0c ce ce ce ce &2e48 01 00 00 00 00 00 00 00 3d 3d 3d 7f 1f 0f 0f 0f &2e58 ac ac 0a 08 08 0c 0c 0c 00 00 01 01 01 01 01 01 &2e68 0f 0f 0f 0f 0d 0d 0f 0b 0c 0c 0c 0c 08 08 08 00 &2e78 01 03 03 03 03 03 03 01 0b 0e 06 07 07 03 08 08 &2e88 00 00 00 00 00 00 00 00 ; ninja_sprite_02 (NINJA_RUNNING_FRAME_THREE) &2e90 00 00 00 00 00 00 00 00 02 07 07 0f 0f 3c 2d 0f &2ea0 00 00 00 08 08 08 08 08 00 01 01 01 01 03 03 03 &2eb0 0f 8f 8f 9f ff 7f 7f 7f 00 00 08 08 08 08 08 08 &2ec0 03 03 03 01 01 01 03 03 a7 6b 6b 6b 6f 0f 0f 0f &2ed0 80 80 80 00 00 08 08 08 03 03 03 03 03 07 07 07 &2ee0 0f 0f 0b 0b 0b 0b 07 03 08 08 08 08 08 08 08 00 &2ef0 07 06 06 0e 0c 0c 0c 0c 03 03 03 03 01 00 00 00 &2f00 00 00 08 08 08 00 00 00 ; ninja_sprite_03 (NINJA_RUNNING_FRAME_FOUR) &2f08 00 00 00 00 00 00 00 00 00 01 01 03 03 03 03 03 &2f18 08 0c 0c 0e 0e c2 86 0e 00 00 00 00 00 00 00 00 &2f28 03 07 27 37 17 1f 1f 1f 0e 0c 0c 4e ce ce ce ce &2f38 00 00 00 00 00 00 00 00 1f 16 16 17 17 07 07 07 &2f48 ce 8c 8c ac ac 0c 0c 0c 00 00 00 00 00 01 03 03 &2f58 0f 0f 0f 0f 0e 0e 0c 0c 0e 0e 0e 0e 0e 0e 0e 0e &2f68 03 03 03 03 00 00 00 00 08 00 00 01 00 00 00 00 &2f78 0e 0c 0c 0c 0c 0c 0e 06 ; ninja_sprite_04 (NINJA_RUNNING_FRAME_FIVE) &2f80 00 00 00 00 00 00 00 00 02 07 07 0f 0f 3c 2d 0f &2f90 00 00 00 08 08 08 08 08 01 01 01 03 03 03 07 17 &2fa0 0f 8f 8f cf ef ef ef ef 00 00 00 08 08 08 08 00 &2fb0 07 07 03 03 03 03 03 03 ef e7 e7 c7 5e 1e 0e 0e &2fc0 00 08 08 08 08 00 00 00 03 07 07 07 0f 0e 0e 0f &2fd0 0e 0e 0e 0e 0e 0e 0e 0e 00 00 00 00 00 00 00 00 &2fe0 0d 0d 0d 01 00 00 00 00 0c 0c 0c 0c 0c 0e 0e 06 &2ff0 00 00 00 00 00 00 00 00 ; ninja_sprite_05 (NINJA_RUNNING_FRAME_SIX) &2ff8 00 00 00 00 00 00 00 00 00 01 01 03 03 03 03 03 &3008 08 0c 0c 0e 0e c2 86 0c 00 00 00 01 01 01 03 03 &3018 07 2f 2f 7f 7f 7f 7f 7f 0c 0c 4e ce ce ce cf cf &3028 03 01 00 01 01 01 01 00 3f 3f 3f 7b d3 5b 0f 0f &3038 cf de bc ac 8c 0c 0c 08 00 00 00 00 00 00 01 00 &3048 0f 0f 07 0b 0f 0f 0f 0f 0c 0c 0c 0c 0c 0c 08 00 &3058 00 00 01 01 01 01 00 00 0e 0f 0f 0f 0c 0c 0e 0e &3068 00 00 00 00 00 00 00 00 ; ninja_sprite_06 (NINJA_RUNNING_FRAME_SEVEN) &3070 00 00 00 00 00 00 00 00 02 07 07 0f 0f 3c 2d 0f &3080 00 00 00 08 08 08 08 00 01 01 01 03 03 03 07 17 &3090 0f 8f 9f df ff ef ef ef 00 08 08 08 0c 0d 1e 16 &30a0 07 03 03 03 01 01 01 01 ef ef ef e7 c7 0f 0e 0e &30b0 0b 00 00 00 00 00 00 00 01 01 03 03 03 03 03 07 &30c0 0e 0f 0f 0f 0f 0f 07 07 00 00 00 00 00 00 00 00 &30d0 06 03 03 00 00 00 00 00 07 07 07 07 02 03 03 03 &30e0 00 00 00 00 00 00 08 08 ; ninja_sprite_07 (NINJA_RUNNING_FRAME_EIGHT) &30e8 00 00 00 00 00 00 00 00 00 01 01 03 03 03 03 03 &30f8 08 0c 0c 0e 0e c2 86 0e 00 00 00 00 01 01 01 03 &3108 03 27 2f 2f 3f 7f 7f 7f 0c 08 08 0c 8c 9e 9e 8b &3118 01 01 00 00 00 00 00 00 7f 7b 7b 7b 1f 1f 0f 0f &3128 8a 8c 8c 8c 8c 08 08 08 00 00 01 03 03 03 03 01 &3138 07 0f 0f 0f 0f 03 03 03 08 08 08 08 08 08 08 08 &3148 01 00 00 00 00 00 00 00 01 01 01 01 01 01 01 00 &3158 08 08 08 08 08 0c 0c 0c ; ninja_sprite_08 (NINJA_STANDING) &3160 00 00 00 00 00 00 00 00 06 07 0f 0f 0f 3c 2d 0f &3170 00 00 08 08 08 08 08 00 00 01 03 03 17 07 07 07 &3180 0f 8f cf df ff ff 7f 7f 00 00 00 08 08 0c 0c 4a &3190 03 03 03 13 13 03 07 07 4f 2d 69 0e ee cf 0f 0f &31a0 06 08 00 00 00 00 00 00 07 07 03 03 03 07 07 07 &31b0 0f 0f 0b 0b 03 03 03 03 00 08 08 08 08 08 08 08 &31c0 07 06 06 06 07 07 07 01 01 01 01 01 01 00 08 08 &31d0 08 08 08 0c 0e 0c 00 00 ; ninja_sprite_09 (NINJA_RUNNING_BACK) &31d8 00 00 00 00 00 00 00 00 02 07 07 0f 0f 0f 0f 0f &31e8 00 00 00 08 08 00 00 00 03 13 07 05 07 07 03 03 &31f8 0f 9f ef ef ef ef ef ef 00 08 08 08 08 0a 0a 0e &3208 03 01 01 01 01 01 01 01 ef ef ef 6f 4f 0f 0f 0f &3218 0e 0c 04 00 00 00 00 00 00 00 00 01 01 03 03 06 &3228 0f 0f 0f 0f 0f 0f 0e 0e 00 00 00 00 00 00 00 00 &3238 07 03 01 00 00 00 00 00 0e 0e 0e 0c 0c 0c 0f 0e &3248 00 00 00 00 00 00 00 00 ; ninja_sprite_0a (NINJA_RUNNING_BACK_FRAME_TWO) &3250 00 00 00 00 00 00 00 00 00 01 01 03 03 03 03 03 &3260 08 0c 0c 0e 0e 0c 0c 0c 00 00 00 00 00 01 01 01 &3270 01 07 6f 3f 3f 3f 3f 37 0c 0c 4e 8e 8e 8e 8f 8f &3280 01 01 00 00 00 00 00 00 37 3f 3f 7f 3f 07 07 07 &3290 8f 8f 8f cf 8d 0d 0c 0c 00 00 00 00 00 00 00 00 &32a0 07 07 0d 0f 0e 0e 0e 0e 0e 0e 0e 0f 0f 0f 07 0f &32b0 01 01 01 01 01 00 01 01 0e 0e 0d 0d 0d 0c 0e 0c &32c0 0e 0e 0c 08 0c 0c 00 00 ; ninja_sprite_0b (NINJA_RUNNING_BACK_FRAME_THREE) &32c8 00 00 00 00 00 00 00 00 02 07 07 0f 0f 0f 0f 0f &32d8 00 00 00 08 08 00 00 00 00 01 01 13 13 13 13 13 &32e8 0f 0e af ef ef ef ef ef 00 00 00 00 08 08 08 08 &32f8 13 13 13 03 01 01 01 02 ef ef ef ff 6f 0f 0f 0f &3308 08 08 08 0c 0c 04 00 08 03 03 03 03 07 07 07 07 &3318 0f 0f 0b 09 09 03 03 03 08 0c 0c 0c 08 08 08 08 &3328 06 06 0e 0e 0c 0c 0c 04 03 01 01 01 00 00 00 00 &3338 00 08 0c 0c 00 00 00 00 ; ninja_sprite_0c (NINJA_RUNNING_BACK_FRAME_FOUR) &3340 00 00 00 00 00 00 00 00 00 01 01 03 03 03 03 03 &3350 08 0c 0c 0e 0e 0c 0c 0c 00 00 00 00 00 00 00 00 &3360 27 27 7f 7f 7f 7f 7f 7f 08 8c 8c 8e 8e 8e 8e 8e &3370 00 00 00 00 00 00 00 00 7f 37 37 37 17 0f 0f 0f &3380 8e 8e 07 0f 0b 0c 0c 0c 00 00 00 00 01 01 01 01 &3390 0f 0f 0e 0e 0e 0c 0c 0c 0c 0e 0e 0e 06 07 07 07 &33a0 01 03 03 03 03 03 00 00 08 08 08 00 00 00 00 00 &33b0 07 07 06 02 06 07 07 06 ; ninja_sprite_0d (NINJA_RUNNING_BACK_FRAME_FIVE) &33b8 00 00 00 00 00 00 00 00 02 07 07 0f 0f 0f 0f 0f &33c8 00 00 00 08 08 00 00 00 01 13 13 13 17 17 17 17 &33d8 0e 0e ef cf cf cf ce ce 00 00 00 00 00 00 00 00 &33e8 13 13 13 13 03 03 03 01 cf cf 8d 8e 8e 0e 0e 0e &33f8 08 08 00 00 00 00 00 00 01 03 0f 0f 0e 0e 0c 0c &3408 0e 0e 0e 06 0e 0e 0e 0e 00 00 00 00 00 00 00 00 &3418 00 00 00 00 00 00 00 00 0c 0c 04 0c 0e 0e 0c 00 &3428 00 00 00 00 00 00 00 00 ; ninja_sprite_0e (NINJA_RUNNING_BACK_FRAME_SIX) &3430 00 00 00 00 00 00 00 00 00 01 01 03 03 03 03 03 &3440 08 0c 0c 0e 0e 0c 0c 0c 00 00 01 01 01 01 03 03 &3450 0f 3f 6f 6f 6f 7f ff 7f 08 0c 0c 0c 0c 0e 0e 0f &3460 03 03 03 01 00 00 01 01 7f 7f 7f 7f 3f 0f 0f 0f &3470 0f 8e 0a 08 08 08 08 08 01 00 00 00 00 00 00 01 &3480 0f 0f 0f 0f 0f 0e 0e 0e 0c 04 04 04 0c 0c 08 08 &3490 01 01 01 01 01 01 01 00 0f 0d 0d 0c 0c 0c 0e 0e &34a0 0c 0c 08 00 00 00 00 00 ; ninja_sprite_0f (NINJA_RUNNING_BACK_FRAME_SEVEN) &34a8 00 00 00 00 00 00 00 00 02 07 07 0f 0f 0f 0f 0f &34b8 00 00 00 08 08 00 00 00 00 01 01 03 03 07 1f 1f &34c8 0f 6f cf ef ef ef ff ff 00 08 08 0c 0c 0c 0c 0c &34d8 0e 06 07 01 01 01 01 03 ef ef ef ef cf 0f 0f 0f &34e8 0c 04 08 00 00 00 00 00 03 03 03 03 03 03 07 07 &34f8 0f 0f 0f 0f 0b 0f 07 02 08 08 08 08 00 00 00 00 &3508 07 07 06 0e 0c 0e 0e 06 06 07 07 06 00 00 00 00 &3518 00 00 00 00 00 00 00 00 ; ninja_sprite_10 (NINJA_RUNNING_BACK_FRAME_EIGHT) &3520 00 00 00 00 00 00 00 00 00 01 01 03 03 03 03 03 &3530 08 0c 0c 0e 0e 0c 0c 0c 00 00 00 01 01 03 03 03 &3540 07 6f 3f 3f 3f 3f 37 3f 0c 0e ce 8e 8f 8f 8f 8f &3550 01 01 00 00 00 00 00 00 7f 7f 7f 7f 3f 1f 0f 0f &3560 8e 8c 8c 8c 0c 08 0c 0c 00 00 00 00 00 00 00 01 &3570 0f 0f 07 07 07 0f 0f 0e 0c 0c 0c 0c 0c 0c 04 0c &3580 01 03 07 07 07 03 03 01 0e 0c 0c 00 08 08 08 08 &3590 0c 0c 0c 0c 0c 0e 0e 0c ; ninja_sprite_11 (NINJA_STANDING_BACK) &3598 00 00 00 00 00 00 00 00 02 07 07 0f 0f 0f 0f 07 &35a8 00 00 00 08 08 00 00 00 01 13 03 07 07 07 05 07 &35b8 0e 0f af ef ef ef ef ef 00 00 08 08 08 08 08 08 &35c8 03 01 01 01 01 03 03 03 ef ef ee ef 6f 4f 0f 0f &35d8 0c 0e 0e 00 00 00 08 08 03 02 03 03 03 03 03 07 &35e8 0f 0f 0f 07 07 0b 03 03 08 08 08 08 08 08 08 08 &35f8 07 06 06 0f 0f 07 00 00 03 03 03 01 01 01 01 01 &3608 08 08 08 08 08 0c 0e 0e ; ninja_sprite_12 (NINJA_PUNCHING) &3610 00 00 01 01 01 01 01 01 0c 0e 0e 0f 0f 69 4a 0e &3620 00 00 00 00 00 00 00 00 02 03 03 07 17 17 17 17 &3630 0c 0e 0f 8f 8f ce ce ce 00 00 08 0f 1e 34 00 00 &3640 07 07 12 12 03 03 07 07 8c 8c 0c 4e 0e 0e 0e 0f &3650 00 00 00 00 00 00 00 00 07 07 03 03 03 07 07 07 &3660 0f 0f 0b 0b 03 03 03 03 00 00 00 08 08 08 08 08 &3670 07 06 06 06 07 07 07 03 01 01 01 01 01 00 08 08 &3680 08 08 08 0c 0e 0c 00 00 ; ninja_sprite_13 (NINJA_BLOCKING) &3688 00 00 00 00 00 00 00 00 00 00 00 00 02 07 07 0f &3698 00 00 00 00 00 00 08 08 00 00 00 00 01 01 01 03 &36a8 3c 1e 0f 0f 0e 2f 4e 2f 08 08 00 00 00 00 00 00 &36b8 03 03 27 37 37 17 1f 0f 2f 0f 0f 0f 8f 9c 8c 8c &36c8 00 00 08 2c a4 a4 00 00 0f 07 07 07 07 03 03 03 &36d8 0e 0f 0f 0f 0b 0b 0d 0d 00 00 00 08 08 0c 08 08 &36e8 07 07 07 0e 0e 0e 07 03 0b 0b 07 03 01 01 00 00 &36f8 08 00 00 00 08 08 00 00 ; ninja_sprite_14 (NINJA_KICKING) &3700 00 01 01 03 03 03 03 01 08 0c 0c 0e 4a c2 0e 0c &3710 00 00 00 00 00 00 00 00 03 03 17 07 07 07 07 07 &3720 0e 0e af ef ef ef ef 6f 00 00 00 00 08 08 08 08 &3730 07 03 01 01 01 03 03 03 4f 86 86 0e 0e 0f 0f 0f &3740 48 48 80 00 00 00 08 08 03 03 03 03 03 03 03 03 &3750 0f 0b 09 09 09 0b 0b 0b 0c 0c 0c 08 08 08 00 00 &3760 03 03 03 03 03 03 03 01 0b 0b 02 00 00 00 08 08 &3770 00 00 00 00 00 00 00 00 ; ninja_sprite_15 (NINJA_KICKING_FRAME_TWO) &3778 00 06 0f 0f 3c 2d 0f 0f 00 00 00 00 00 00 00 00 &3788 00 00 00 00 00 00 00 00 07 1f 3f 3f 3f 3f 3f 3f &3798 08 0c 0e 0f 8f 8c 8e ce 00 00 00 08 c0 80 00 00 &37a8 1f 17 17 43 61 03 03 03 8f 0f 0f 0f 0b 0e 0c 0c &37b8 01 0d 0f 0f 0f 07 01 00 03 03 03 03 03 03 03 03 &37c8 08 08 08 08 00 00 00 00 00 00 00 00 00 00 00 00 &37d8 03 03 03 03 03 03 03 01 00 00 00 00 00 08 08 08 &37e8 00 00 00 00 00 00 00 00 ; ninja_sprite_16 (NINJA_JUMPING) &37f0 00 00 00 00 00 00 01 01 07 07 0f 0f 3c 2d 0f 0f &3800 00 00 08 08 08 08 00 00 03 03 03 03 07 07 07 07 &3810 0e 0f 0b 0d 0d 0f 0f 0f 00 00 00 00 00 08 08 08 &3820 07 0f 0f 0f 0f 0e 07 07 0e 0b 0f 1c 0c 0e 0e 0e &3830 08 48 48 40 00 00 00 00 07 07 06 06 0e 0e 0c 0c &3840 06 06 06 06 06 0c 0c 0c 00 00 00 00 00 00 00 00 &3850 0d 08 08 00 00 00 00 00 08 08 08 00 00 00 00 00 &3860 00 00 00 00 00 00 00 00 ; ninja_sprite_17 (NINJA_JUMPING_FRAME_TWO) &3868 00 00 01 03 03 07 06 07 00 02 0f 0f 0f 0f 0f 0f &3878 00 00 06 0f 0f 0f 4b 0e 0f 0f 0f 0f 07 07 01 02 &3888 07 0f 25 0f 4b 0f 0f 0f 08 08 00 00 00 08 08 08 &3898 03 07 07 0e 0d 00 00 00 0d 0f 0a 0c 08 00 00 00 &38a8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &38b8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &38c8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &38d8 00 00 00 00 00 00 00 00 ; ninja_sprite_18 (NINJA_JUMPING_FRAME_THREE) &38e0 07 03 01 01 03 03 07 06 08 08 0b 0b 07 07 0f 0f &38f0 00 00 00 00 08 08 0c 0c 0f 0d 0f 0f 0f 07 06 01 &3900 0f 0f 0f 0f 0f 25 0f 0f 0c 0c 0e 0e 0e 0e 0e 0e &3910 00 00 00 00 00 00 00 00 0f 07 0f 4b 0f 0f 06 00 &3920 0c 0c 0c 00 00 00 00 00 00 00 00 00 00 00 00 00 &3930 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3940 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3950 00 00 00 00 00 00 00 00 ; ninja_sprite_19 (NINJA_JUMPING_FRAME_FOUR) &3958 06 25 0f 0f 0f 0f 07 07 00 00 03 0f 07 2d 0f 0e &3968 00 00 00 00 08 08 0c 0c 03 07 07 06 07 03 03 01 &3978 0f 87 0f 0d 0d 0e 0f 0f 06 0b 0f 0c 0e 0f 07 08 &3988 00 00 00 00 00 00 00 00 0e 04 00 00 00 00 00 00 &3998 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &39a8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &39b8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &39c8 00 00 00 00 00 00 00 00 ; ninja_sprite_1a (NINJA_PAIN) &39d0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &39e0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 &39f0 00 00 00 07 3f 4f 4f 6f 02 07 0f 0f 0f 0f 0f 2d &3a00 01 01 13 13 13 13 17 07 ef cf de cf ad cf ef cf &3a10 0a 08 08 08 00 00 00 08 07 07 03 03 01 01 00 01 &3a20 4f 0f 0f 0f 0f 0d 0d 0d 08 0c 0c 0c 0c 08 08 08 &3a30 01 03 03 03 03 03 03 03 09 0b 0b 03 03 03 08 08 &3a40 08 00 00 00 00 08 00 00 ; ninja_sprite_1b (NINJA_PUNCHING_BACK) &3a48 00 00 01 01 01 01 01 02 0c 0e 0e 0e 0e 0e 0c 0d &3a58 00 00 00 00 00 00 03 0f 03 13 17 17 17 17 17 13 &3a68 0f 4f 8f 8f ce ce ce 8c 0f 0c 08 00 00 00 00 00 &3a78 13 13 13 01 01 03 03 03 8c 8c ce 8e 0e 0e 0e 0f &3a88 00 00 00 00 00 00 00 00 03 02 03 03 03 03 03 07 &3a98 0f 0f 0f 07 07 0b 03 03 00 00 00 08 08 08 08 08 &3aa8 07 06 06 0f 0f 07 00 00 03 03 03 01 01 01 01 01 &3ab8 08 08 08 08 08 0c 0e 0e ; ninja_sprite_1c (NINJA_BLOCKING_BACK) &3ac0 00 00 00 00 00 00 00 00 00 00 00 00 00 06 07 0f &3ad0 00 00 00 00 00 00 00 00 00 00 00 00 01 01 01 13 &3ae0 0f 0f 0f 0f 8e cf 8f 8f 08 08 00 00 00 00 00 08 &3af0 13 13 37 37 37 37 1f 0f 8f 0b 8c 8c 8c 0c 0c 0e &3b00 0e 0f 1e 12 00 00 00 00 0f 0d 07 06 03 03 03 07 &3b10 0e 0e 0f 0f 07 07 03 07 00 00 00 00 00 08 08 00 &3b20 06 06 0e 0f 07 00 00 00 07 07 07 06 06 0e 0f 07 &3b30 00 00 00 00 00 00 00 00 ; ninja_sprite_1d (NINJA_KICKING_BACK) &3b38 01 01 03 03 03 03 03 01 08 08 0c 0c 0c 0c 0c 08 &3b48 00 00 00 00 00 00 00 00 01 13 37 37 37 37 37 37 &3b58 0c 0e 0f 0f 0f 8d 8e 8c 00 00 00 0c 0e 0c 00 00 &3b68 37 37 17 13 03 03 03 03 8c 8c 8c 0f 0f 0f 0f 0f &3b78 00 00 00 00 08 08 0c 0c 01 01 01 01 01 03 03 03 &3b88 0b 0d 0d 0d 0d 0d 0b 0b 0c 0c 08 08 08 08 00 00 &3b98 03 03 03 03 03 03 03 03 0b 09 00 00 00 08 0c 08 &3ba8 08 08 08 00 00 00 00 00 ; ninja_sprite_1e (NINJA_KICKING_BACK_FRAME_TWO) &3bb0 03 07 07 07 07 07 07 03 00 00 08 08 08 08 00 0e &3bc0 00 00 00 00 00 00 00 00 27 0f 2f 3f 1b 37 37 37 &3bd0 0e 0f 0f 0b 8f 8d ce 8f 00 00 00 0c 0d 09 03 0f &3be0 17 13 13 03 01 01 01 01 8f 0f 0f 0f 0e 0e 0c 0c &3bf0 0f 0f 0c 00 00 00 00 00 01 01 01 03 03 03 03 03 &3c00 0c 0c 08 08 08 08 08 08 00 00 00 00 00 00 00 00 &3c10 03 03 03 01 01 03 03 03 08 00 00 00 00 08 08 00 &3c20 00 00 00 00 00 00 00 00 ; ninja_sprite_1f (NINJA_JUMPING_BACK) &3c28 00 00 00 00 00 00 00 01 06 0f 0f 0f 0f 0f 0e 0c &3c38 00 00 00 00 00 00 00 00 01 03 03 03 03 07 07 07 &3c48 0e 0f 0f 0f 0b 0d 0f 0e 00 00 00 08 08 0c 0c 0c &3c58 07 0f 0f 0d 0f 0e 07 07 0c 0c 0c 0e 0e 0f 0f 07 &3c68 08 00 00 00 00 00 00 08 07 03 07 07 06 06 0e 0c &3c78 07 07 03 03 03 03 06 06 08 08 00 00 00 00 00 00 &3c88 0c 0c 04 00 00 00 00 00 06 02 02 00 00 00 00 00 &3c98 00 00 00 00 00 00 00 00 ; ninja_sprite_20 (NINJA_JUMPING_BACK_FRAME_TWO) &3ca0 00 00 00 01 03 03 07 07 00 00 06 0f 0f 0f 0b 0b &3cb0 00 04 0e 0f 0f 0f 2d 0a 0f 0f 0f 0d 0d 06 07 03 &3cc0 07 0f 2d 0f 0f 0f 07 03 0c 08 08 00 00 08 0c 0c &3cd0 02 06 05 05 00 00 00 00 0f 0f 0c 0c 08 00 00 00 &3ce0 08 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3cf0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3d00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3d10 00 00 00 00 00 00 00 00 ; ninja_sprite_21 (NINJA_JUMPING_BACK_FRAME_THREE) &3d18 0d 0d 07 06 06 0d 0f 0f 0c 08 07 0f 0f 0f 0f 0f &3d28 00 00 00 00 08 08 0c 0c 0f 07 06 01 03 01 00 01 &3d38 0f 07 0f 0b 0f 0f 0f 0f 0c 0e 0e 0e 0e 0e 0c 0c &3d48 01 01 01 00 00 00 00 00 87 0f 0f 0e 00 00 00 00 &3d58 0c 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3d68 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3d78 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3d88 00 00 00 00 00 00 00 00 ; ninja_sprite_22 (NINJA_JUMPING_BACK_FRAME_FOUR) &3d90 02 25 16 0f 0f 0f 07 07 00 00 08 08 09 0a 07 0f &3da0 00 00 00 00 00 0c 0e 0e 03 07 07 07 03 03 01 01 &3db0 0d 0f 0b 0f 0f 0f 0f 0f 0e 0e 0e 06 0e 0e 0a 0b &3dc0 00 00 00 00 00 00 00 00 0f 0f 07 00 00 00 00 00 &3dd0 0b 07 06 00 00 00 00 00 00 00 00 00 00 00 00 00 &3de0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3df0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3e00 00 00 00 00 00 00 00 00 ; ninja_sprite_23 (NINJA_DEAD) &3e08 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3e18 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3e28 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3e38 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3e48 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 07 &3e58 00 00 00 07 4e 6f ff bf 00 00 00 00 0c ce 8f 0f &3e68 0f 0f 07 0b 0f 0f 0f 0b 8f 8f 0f 0f 0f 4a 0e 08 &3e78 8f 0f 0f 0f 87 0e 00 00 ; ninja_sprite_24 (NINJA_KNEELING) &3e80 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3e90 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &3ea0 00 00 00 01 01 01 03 03 06 0f 0f 0f 0f 0f 0e 0c &3eb0 00 00 00 00 00 00 00 00 07 07 07 07 0f 0f 0f 0f &3ec0 0c 0c 0c 0e 0e 0e 0f 0f 00 00 00 00 00 00 00 00 &3ed0 0f 0f 0f 0f 07 07 07 0d 0f 0d 0c 0c 0e 0e 0f 0f &3ee0 01 03 02 02 02 00 00 00 0f 0f 0f 0f 0d 0c 00 00 &3ef0 0f 0f 0f 0f 0c 00 00 00 ; ninja_sprite_25 (NINJA_HOLDING) &3ef8 00 00 00 00 00 00 00 00 06 07 0f 0f 0f 3c 2d 0f &3f08 00 00 08 08 08 08 08 00 01 01 01 03 03 01 01 01 &3f18 0f 8f 0f 0f 0f 0f 0f 2f 80 04 4a 4a 0c 08 08 08 &3f28 03 03 03 03 03 03 03 07 ef ef ef ef ef 4f 0f 0f &3f38 84 0c 00 00 00 00 00 00 07 07 03 03 03 07 07 07 &3f48 0f 0f 0b 0b 03 03 03 03 00 08 08 08 08 08 08 08 &3f58 07 06 06 06 07 07 07 01 01 01 01 01 01 08 08 00 &3f68 08 08 08 0c 0e 0c 00 00 ; ninja_sprite_26 (NINJA_STABBING_UP) &3f70 00 00 00 00 00 00 00 00 06 07 0f 0f 0f 3c 2d 0f &3f80 00 00 08 08 08 08 08 00 01 01 03 03 03 03 03 03 &3f90 8f 8e 4e 6f 6f 2f 0f 1e 00 00 00 00 08 84 0c 0c &3fa0 13 13 13 13 13 03 07 07 3c 8f cf ef ef cf 0f 0f &3fb0 08 08 00 00 00 00 00 00 07 03 03 03 03 07 07 07 &3fc0 0f 0f 0b 0b 03 03 03 03 00 08 08 08 08 08 08 08 &3fd0 07 06 06 06 07 07 07 01 01 01 01 01 01 08 08 00 &3fe0 08 08 08 0c 0e 0c 00 00 ; ninja_sprite_27 (NINJA_STABBING_ACROSS) &3fe8 00 00 00 00 00 00 00 00 06 07 0f 0f 0f 3c 2d 0f &3ff8 00 00 08 08 08 08 08 00 01 13 07 07 07 07 07 07 &4008 0f 0f 9f ef ef ef 6f 6f 00 00 00 00 08 08 0e 2d &4018 07 03 03 03 13 03 07 07 2f 4b c3 2f ef 4f 0f 0f &4028 69 0e 00 00 00 00 00 00 07 07 03 03 03 07 07 07 &4038 0f 0f 0b 0b 03 03 03 03 00 08 08 08 08 08 08 08 &4048 07 06 06 06 07 07 07 01 01 01 01 01 01 00 08 08 &4058 08 08 08 0c 0e 0c 00 00 ; ninja_sprite_28 (NINJA_STABBING_DOWN) &4060 00 00 00 00 00 00 00 00 00 06 07 0f 0f 0f 3c 2d &4070 00 00 00 08 08 08 08 08 00 01 03 03 07 07 07 07 &4080 0f 0f 8f 9f ef 6f 6f 6f 00 00 00 08 08 08 08 0c &4090 03 03 03 03 13 03 03 07 2f 2f e3 a7 2f 0f 0f 0f &40a0 0e 4a 4a 0c 00 00 00 00 07 07 07 03 03 03 07 07 &40b0 0f 0f 0f 0b 03 03 03 03 00 08 08 08 08 08 08 08 &40c0 07 07 06 06 07 07 03 01 01 01 01 01 01 00 08 08 &40d0 08 08 08 0c 0e 0c 00 00 ; ninja_sprite_29 ; ninja_sprite_2e (NINJA_HOLDING_BACK) &40d8 00 00 00 00 00 00 01 12 02 07 07 0f 0f 0f 0f 0f &40e8 00 00 00 08 08 00 00 00 01 03 13 07 07 07 05 07 &40f8 0f 2f 4f cf ef ef ef ef 00 08 0c 0e 0e 0c 08 08 &4108 03 01 01 01 03 03 03 03 ef ef ee ef 4f 4f 0f 0f &4118 00 00 00 00 00 00 08 08 03 02 03 03 03 03 03 07 &4128 0f 0f 0f 07 07 0b 03 03 08 08 08 08 08 08 08 08 &4138 07 06 06 0f 0f 07 00 00 03 03 03 01 01 01 01 01 &4148 08 08 08 08 08 0e 0e 0c ; ninja_sprite_2a ; ninja_sprite_2f (NINJA_STABBING_UP_BACK) &4150 00 00 00 00 00 00 00 00 02 07 07 0f 0f 0f 0f 07 &4160 00 00 00 08 08 00 00 00 01 03 13 13 17 17 17 17 &4170 0e 0f 0f af ef ef ef ef 00 00 00 08 08 0a 0e 0e &4180 03 01 01 01 03 03 03 03 ef ef ee ef 4f 4f 0f 0f &4190 0c 00 00 00 00 00 08 08 03 02 03 03 03 03 03 07 &41a0 0f 0f 0f 07 07 0b 03 03 08 08 08 08 08 08 08 08 &41b0 07 06 06 0f 0f 07 00 00 03 03 03 01 01 01 01 01 &41c0 08 08 08 08 08 0e 0e 0c ; ninja_sprite_2b ; ninja_sprite_30 (NINJA_STABBING_ACROSS_BACK) &41c8 00 00 00 00 00 00 00 00 02 07 07 0f 0f 0f 0f 07 &41d8 00 00 00 08 08 00 00 00 01 03 03 17 17 17 17 07 &41e8 0e ce 8f 8f 0f 8f 8f 8f 00 00 00 00 00 00 00 00 &41f8 03 01 01 01 03 03 03 03 8f 8f cf cf 6f 0f 0f 0f &4208 00 08 08 08 00 00 00 00 03 02 03 03 03 03 03 07 &4218 0f 0f 0f 07 07 0f 07 03 00 00 08 08 08 08 08 08 &4228 07 06 06 0f 0f 07 00 00 03 03 03 03 03 01 01 01 &4238 08 08 08 08 08 0c 0c 0c ; ninja_sprite_2c ; ninja_sprite_31 (NINJA_STABBING_DOWN_BACK) &4240 00 00 00 00 00 00 00 00 00 02 07 07 0f 0f 0f 0f &4250 00 00 00 00 08 08 00 00 00 01 03 13 13 17 17 17 &4260 06 0e 8f 8f 0e 0e 0e 0e 00 00 00 00 00 00 00 00 &4270 17 13 01 01 01 03 03 03 0f 8f 8f 8e ef 4f 0f 0f &4280 00 00 00 00 00 00 00 00 03 03 02 03 03 03 07 07 &4290 0f 0f 0f 0f 07 07 0f 07 00 00 00 08 08 08 08 08 &42a0 07 06 0e 0f 0f 07 00 00 03 03 03 03 03 01 01 01 &42b0 08 08 08 08 08 0c 0e 0c ; ninja_weapon_sprites ; ninja_weapon_sprite_00 (NINJA_WEAPON_NUNCHAKU_STANDING) &42b8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &42c8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &42d8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &42e8 00 00 00 00 00 00 00 00 60 70 01 01 01 00 00 00 &42f8 00 00 00 00 80 80 80 80 ; ninja_weapon_sprite_01 (NINJA_WEAPON_SWORD_STANDING) &4300 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4310 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4320 00 00 00 00 00 10 30 20 10 20 60 c0 80 80 00 00 &4330 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4340 00 00 00 00 00 00 00 00 ; ninja_weapon_sprite_02 (NINJA_WEAPON_STAFF_STANDING) &4348 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4358 00 00 00 00 00 00 20 60 00 00 00 00 00 00 00 00 &4368 00 00 00 10 30 20 60 40 40 c0 80 80 00 00 00 00 &4378 00 00 00 00 00 00 00 00 40 00 00 00 00 00 00 00 &4388 00 00 00 00 00 00 00 00 ; ninja_weapon_sprite_03 (NINJA_WEAPON_NUNCHAKU_STABBING_UP) &4390 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &43a0 00 00 00 00 10 30 20 20 00 00 00 00 00 00 00 00 &43b0 00 00 00 00 00 00 00 00 24 04 04 84 80 80 80 00 &43c0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &43d0 00 00 00 00 00 00 00 00 ; ninja_weapon_sprite_04 (NINJA_WEAPON_SWORD_STABBING_UP) &43d8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &43e8 00 00 00 00 10 10 10 30 00 00 00 00 00 00 00 00 &43f8 00 00 00 00 00 00 00 00 20 20 60 40 c0 c0 00 00 &4408 00 00 00 00 00 00 00 00 00 10 00 00 00 00 00 00 &4418 00 00 00 00 00 00 00 00 ; ninja_weapon_sprite_05 (NINJA_WEAPON_STAFF_STABBING_UP) &4420 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4430 00 00 10 10 10 30 30 20 00 00 00 00 00 00 00 00 &4440 00 00 00 00 00 00 00 10 60 60 40 40 c0 c0 80 80 &4450 00 00 00 00 00 00 00 00 10 10 00 00 00 00 00 00 &4460 00 00 00 00 00 00 00 00 ; ninja_weapon_sprite_06 (NINJA_WEAPON_NUNCHAKU_STABBING_ACROSS) &4468 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4478 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4488 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4498 00 00 00 00 00 00 00 00 00 00 30 30 00 00 00 00 &44a8 10 34 2c 08 00 00 00 00 ; ninja_weapon_sprite_07 (NINJA_WEAPON_SWORD_STABBING_ACROSS) &44b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &44c0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &44d0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &44e0 00 00 00 00 00 00 00 00 00 70 10 00 00 00 00 00 &44f0 00 00 e0 70 00 00 00 00 ; ninja_weapon_sprite_08 (NINJA_WEAPON_STAFF_STABBING_ACROSS) &44f8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4508 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4518 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4528 00 00 00 00 00 00 00 00 30 30 00 00 00 00 00 00 &4538 00 e0 f0 00 00 00 00 00 ; ninja_weapon_sprite_09 (NINJA_WEAPON_NUNCHAKU_STABBING_DOWN) &4540 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4550 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4560 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4570 00 00 00 00 00 00 00 00 00 00 00 30 30 00 00 00 &4580 00 00 00 00 08 2c 70 30 ; ninja_weapon_sprite_0a (NINJA_WEAPON_SWORD_STABBING_DOWN) &4588 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4598 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &45a8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &45b8 00 00 00 00 00 00 00 00 00 40 60 30 10 00 00 00 &45c8 00 00 00 00 80 c0 60 30 ; ninja_weapon_sprite_0b (NINJA_WEAPON_STAFF_STABBING_DOWN) &45d0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &45e0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &45f0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4600 00 00 00 00 00 00 00 00 40 20 70 30 10 00 00 00 &4610 00 00 00 80 c0 60 30 10 ; ninja_weapon_sprite_0c (NINJA_WEAPON_NUNCHAKU_STANDING_BACK) &4618 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4628 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4638 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 &4648 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4658 00 00 04 84 24 20 20 20 ; ninja_weapon_sprite_0d (NINJA_WEAPON_SWORD_STANDING_BACK) &4660 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4670 00 00 00 00 00 00 20 20 00 00 00 00 00 00 00 00 &4680 00 00 00 00 00 00 00 00 20 20 60 40 40 40 40 40 &4690 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &46a0 00 00 00 00 00 00 00 00 ; ninja_weapon_sprite_0e (NINJA_WEAPON_STAFF_STANDING_BACK) &46a8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &46b8 00 20 20 20 20 20 20 20 00 00 00 00 00 00 00 00 &46c8 00 00 00 00 00 00 00 00 60 60 40 40 40 40 40 40 &46d8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &46e8 00 00 00 00 00 00 00 00 ; ninja_weapon_sprite_0f (NINJA_WEAPON_NUNCHAKU_STABBING_UP_BACK) &46f0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4700 00 00 00 00 10 30 20 02 00 00 00 00 00 00 00 00 &4710 00 00 00 00 00 00 00 00 02 02 42 40 40 40 00 00 &4720 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4730 00 00 00 00 00 00 00 00 ; ninja_weapon_sprite_10 (NINJA_WEAPON_SWORD_STABBING_UP_BACK) &4738 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4748 00 00 00 00 20 20 20 60 00 00 00 00 00 00 00 00 &4758 00 00 00 00 00 00 00 00 40 40 40 c0 80 80 00 00 &4768 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4778 00 00 00 00 00 00 00 00 ; ninja_weapon_sprite_11 (NINJA_WEAPON_STAFF_STABBING_UP_BACK) &4780 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4790 00 10 10 10 30 30 20 20 00 00 00 00 00 00 00 00 &47a0 00 00 00 00 00 00 00 00 20 60 60 40 40 40 00 00 &47b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &47c0 00 00 00 00 00 00 00 00 ; ninja_weapon_sprite_12 (NINJA_WEAPON_NUNCHAKU_STABBING_ACROSS_BACK) &47c8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &47d8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &47e8 00 00 00 00 00 00 00 00 00 00 00 00 10 10 30 16 &47f8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4808 86 40 00 00 00 00 00 00 ; ninja_weapon_sprite_13 (NINJA_WEAPON_SWORD_STABBING_ACROSS_BACK) &4810 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4820 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4830 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 70 &4840 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4850 e0 40 00 00 00 00 00 00 ; ninja_weapon_sprite_14 (NINJA_WEAPON_STAFF_STABBING_ACROSS_BACK) &4858 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4868 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4878 00 00 00 00 00 00 00 00 00 00 00 00 00 00 60 f0 &4888 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4898 e0 40 00 00 00 00 00 00 ; ninja_weapon_sprite_15 (NINJA_WEAPON_NUNCHAKU_STABBING_DOWN_BACK) &48a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &48b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &48c0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &48d0 00 00 00 00 00 00 00 00 00 00 00 10 00 00 00 00 &48e0 00 00 80 84 0c 34 30 00 ; ninja_weapon_sprite_16 (NINJA_WEAPON_SWORD_STABBING_DOWN_BACK) &48e8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &48f8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4908 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4918 00 00 00 00 00 00 00 00 00 00 00 10 00 00 00 00 &4928 00 80 80 c0 60 20 10 00 ; ninja_weapon_sprite_17 (NINJA_WEAPON_STAFF_STABBING_DOWN_BACK) &4930 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4940 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4950 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4960 00 00 00 00 00 00 00 00 00 00 00 00 10 00 00 00 &4970 00 00 80 80 c0 e0 60 30 ; enemy_energy_bar_sprites ; enemy_energy_bar_sprite_0 # Full &4978 ff ff ff ff ff ff ff f0 ; enemy_energy_bar_sprite_1 # Half &4980 ff cf cf cf cf cf ff f0 ; enemy_energy_bar_sprite_2 # Empty &4988 ff 0f 0f 0f 0f 0f ff f0 ; initial_weapons_carried &4990 00 00 00 00 00 ; unused &4995 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &49a5 00 ; initial_objects_carried &49a6 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; unused &49b6 00 00 00 00 00 00 00 00 00 00 ; temporary_player_sprite &49c0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &49d0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &49e0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &49f0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4a00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4a10 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4a20 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4a30 00 00 00 00 00 00 00 00 ; temporary_enemy_sprite &4a38 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4a48 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4a58 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4a68 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4a78 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4a88 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4a98 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &4aa8 00 00 00 00 00 00 00 00 ; player_palette_change_pixel_values &4ab0 00 01 02 03 04 05 06 07 08 09 0a 0b 0c 0d 0e 0f &4ac0 10 01 12 03 14 05 16 07 18 09 1a 0b 1c 0d 1e 0f &4ad0 20 21 02 03 24 25 06 07 28 29 0a 0b 2c 2d 0e 0f &4ae0 30 21 12 03 34 25 16 07 38 29 1a 0b 3c 2d 1e 0f &4af0 40 41 42 43 04 05 06 07 48 49 4a 4b 0c 0d 0e 0f &4b00 50 41 52 43 14 05 16 07 58 49 5a 4b 1c 0d 1e 0f &4b10 60 61 42 43 24 25 06 07 68 69 4a 4b 2c 2d 0e 0f &4b20 70 61 52 43 34 25 16 07 78 69 5a 4b 3c 2d 1e 0f &4b30 80 81 82 83 84 85 86 87 08 09 0a 0b 0c 0d 0e 0f &4b40 90 81 92 83 94 85 96 87 18 09 1a 0b 1c 0d 1e 0f &4b50 a0 a1 82 83 a4 a5 86 87 28 29 0a 0b 2c 2d 0e 0f &4b60 b0 a1 92 83 b4 a5 96 87 38 29 1a 0b 3c 2d 1e 0f &4b70 c0 c1 c2 c3 84 85 86 87 48 49 4a 4b 0c 0d 0e 0f &4b80 d0 c1 d2 c3 94 85 96 87 58 49 5a 4b 1c 0d 1e 0f &4b90 e0 e1 c2 c3 a4 a5 86 87 68 69 4a 4b 2c 2d 0e 0f &4ba0 f0 e1 d2 c3 b4 a5 96 87 78 69 5a 4b 3c 2d 1e 0f ; ninja_sprite_addresses_low ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &4bb0 a0 18 90 08 80 f8 70 e8 60 d8 50 c8 40 b8 30 a8 ; &00 &4bc0 20 98 10 88 00 78 f0 68 e0 58 d0 48 c0 38 b0 28 ; &10 &4bd0 a0 18 90 08 80 f8 70 e8 60 d8 50 c8 40 b8 d8 50 ; &20 # &29 - &2d unused &4be0 c8 40 10 88 00 78 f0 68 ; &30 # &32 - &37 unused ; ninja_sprite_addresses_high ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &4be8 2d 2e 2e 2f 2f 2f 30 30 31 31 32 32 33 33 34 34 ; &00 &4bf8 35 35 36 36 37 37 37 38 38 39 39 3a 3a 3b 3b 3c ; &10 &4c08 3c 3d 3d 3e 3e 3e 3f 3f 40 40 41 41 42 42 40 41 ; &20 # &29 - &2d unused &4c18 41 42 45 45 46 46 46 47 ; &30 # &32 - &37 unused LEVEL_WASTELANDS data ===================== ; 1.LEVEL-A ; 000400 000400 000400 ; object &00 (&0540) room &05, x &b, y &5, OBJECT_ENEMY | ENEMY_HANDS ; object &01 (&0541) room &0b, x &a, y &9, OBJECT_WEAPON_NUNCHAKU ; object &02 (&0542) room &06, x &4, y &8, OBJECT_WEAPON_SWORD ; object &03 (&0543) room &0e, x &6, y &9, OBJECT_WEAPON_BOMB ; object &04 (&0544) room &13, x &6, y &6, OBJECT_WEAPON_STAR ; object &05 (&0545) room &12, x &6, y &6, OBJECT_APPLE ; object &06 (&0546) room &0a, x &6, y &7, OBJECT_KEY ; object &07 (&0547) room &08, x &c, y &3, OBJECT_GUN ; object &08 (&0548) room &01, x &7, y &6, OBJECT_ENEMY | ENEMY_FAST | ENEMY_HANDS ; object &09 (&0549) room &11, x &6, y &2, OBJECT_ENEMY | ENEMY_FAST | ENEMY_HANDS ; object &0a (&054a) room &02, x &8, y &4, OBJECT_ENEMY | ENEMY_SWORD ; object &0b (&054b) room &03, x &a, y &6, OBJECT_ENEMY | ENEMY_FAST | ENEMY_SWORD ; object &0c (&054c) room &0c, x &4, y &8, OBJECT_ENEMY | ENEMY_STICK ; object &0d (&054d) room &0d, x &6, y &4, OBJECT_ENEMY | ENEMY_NUNCHAKU ; object &0e (&054e) room &15, x &6, y &3, OBJECT_ENEMY | ENEMY_FAST | ENEMY_SWORD ; trigger &00 (&0510) room &17, x &ff, y &10, TRIGGER_DRAGON # Activate dragon ; trigger &01 (&0511) room &09, x &ff, y &06, TRIGGER_SHRINE ; trigger &02 (&0512) room &10, x &ff, y &06, TRIGGER_SHRINE ; exits_room_and_position &0400 80 a0 21 c5 01 e2 e5 04 44 c6 e6 87 c2 ae 8e 0f &0410 30 90 31 b1 32 91 f6 12 33 13 35 15 d6 ef 16 37 &0420 17 38 18 02 28 08 29 09 2a 0a eb cb ac 8c 2d 0d &0430 27 e3 c3 ff ff ff ff ff ff ff ff ff ff ff ff ff ; exits_destination_room &0440 21 05 40 60 22 41 44 25 06 64 47 26 6e 02 2f 30 &0450 6f 31 50 12 71 36 51 33 52 35 53 16 75 4e 37 56 &0460 18 57 1f 23 03 29 48 2a 49 2b 4a 6c 0b 2d 4c 27 &0470 4d 42 28 ff ff ff ff ff ff ff ff ff ff ff ff ff ; enemies_and_objects_types &0480 10 0d 0e 0b 0c 08 04 02 14 14 12 16 13 11 16 00 &0490 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; rooms_visited &04a0 59 59 59 5a 5a 5a 5a 5a 5a 5a 5a 5b 5b 5b 5b 5b &04b0 5b 5b 5b 5c 5c 5c 5c 5c 5c 5c 5c 5d 5d 5d 5d 5d ; level_title_string &04c0 1c 03 09 0b 03 ; define text window x:(&03, &0b), y:(&03, &09) &04c5 11 80 ; COLOUR 128 &04c7 0c ; CLS &04c8 11 02 ; COLOUR 2 &04ca 1a ; restore default windows &04cb 1f 06 05 ; TAB(&06, &05) &04ce 54 48 45 ; "THE" &04d1 1f 06 06 ; TAB(&06, &06) &04d4 4c 41 53 54 20 ; "LAST " &04d9 1f 06 07 ; TAB(&06, &07) &04dc 4e 49 4e 4a 41 ; "NINJA" &04e1 0d ; title_screen_text_colours &04e2 02 00 03 03 03 03 03 03 03 03 03 03 03 00 01 01 ; unused &04f2 fd fe 20 ff fe ff 20 fe 20 fd 20 fe 20 0d ; triggers_x &0500 ff ff ff 00 00 00 00 00 00 00 00 00 00 00 00 00 ; triggers_room &0510 17 e9 f0 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f ; enemies_and_objects_locations &0520 5b 9a 84 96 66 66 76 3c 67 26 48 6a 84 46 36 ff &0530 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ; enemies_and_objects_rooms &0540 05 0b 06 0e 13 12 0a 08 01 11 02 03 0c 0d 15 1f &0550 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f ; player_back_buffer &0560 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0570 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0580 0c 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0590 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05c0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05d0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05e0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; enemy_or_object_back_buffer &05f0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0600 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0610 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0620 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0630 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0640 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0650 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0660 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0670 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; dragon_breath_sprite &0680 00 00 00 77 fc 11 00 00 00 00 fa f0 f0 fc 73 00 &0690 00 f2 f7 fd f3 f5 fb 10 76 cc ea 80 cc c4 f7 ba ; unused &06a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &06b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; triggers_y &06c0 10 06 06 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f ; find_sprite &06d0 ff 74 66 74 64 64 20 00 55 f5 75 75 75 75 20 00 &06e0 bb d5 d5 f5 f5 f5 a0 00 88 c4 e4 e4 e4 ec c0 00 ; suggested_objects &06f0 0b ; OBJECT_WEAPON_BOMB &06f1 0c ; OBJECT_WEAPON_STAR &06f2 0d ; OBJECT_WEAPON_NUNCHAKU &06f3 0e ; OBJECT_WEAPON_SWORD &06f4 02 ; OBJECT_GUN &06f5 08 ; OBJECT_APPLE &06f6 04 ; OBJECT_KEY &06f7 0b ; OBJECT_WEAPON_BOMB ; unused &06f8 00 00 00 00 00 00 00 00 ; sprite &00 : part_00 part_01 part_02 part_03 ; SCENERY_BOULDER_ONE_LEFT ; sprite &01 : part_04 part_05 part_06 part_07 ; SCENERY_BOULDER_ONE_RIGHT ; sprite &02 : part_08 part_09 part_0a part_0b ; SCENERY_BOULDER_TWO_LEFT ; sprite &03 : part_0c part_0d part_0e part_0f ; SCENERY_BOULDER_TWO_RIGHT ; sprite &04 : part_10 part_11 part_12 ; SCENERY_TREE_ONE ; sprite &05 : part_13 part_14 ; SCENERY_ROCK ; sprite &06 : part_15 ; SCENERY_SMALL_ROCK ; sprite &07 : part_16 ; SCENERY_SMALL_GRASS ; sprite &08 : part_17 ; SCENERY_VERY_SMALL_ROCK ; sprite &09 : part_18 part_19 part_1a part_1b ; SCENERY_TREE_TWO ; sprite &0a : part_1c part_1d ; SCENERY_BUSH_ONE_LEFT ; sprite &0b : part_1e part_1f ; SCENERY_BUSH_TWO_LEFT ; sprite &0c : part_20 part_21 ; SCENERY_BUSH_TWO_RIGHT ; sprite &0d : part_22 ; SCENERY_BUSH_THREE ; sprite &0e : part_23 part_24 part_25 part_26 ; SCENERY_TREE_THREE ; sprite &0f : part_27 ; SCENERY_YELLOW_PATCH (unused) ; sprite &10 : part_28 part_29 part_2a part_2b ; SCENERY_TREE_FOUR ; sprite &11 : ; SCENERY_UNUSED (unused) ; sprite &12 : part_2e part_2f ; SCENERY_POST_TOP ; sprite &13 : part_30 ; SCENERY_STEPPING_STONE ; sprite &14 : part_31 ; SCENERY_TWO_SMALL_ROCKS ; sprite &15 : part_32 part_33 part_34 ; SCENERY_HERON ; sprite &16 : part_35 ; SCENERY_DOTS ; sprite &17 : part_36 part_37 ; SCENERY_RED_GRASS_ONE ; sprite &18 : part_38 part_39 ; SCENERY_RED_GRASS_TWO ; sprite &19 : part_3a part_3b part_3a ; SCENERY_YELLOW_TEXTURE_ONE (unused) ; sprite &1a : part_3b part_3a part_3b ; SCENERY_YELLOW_TEXTURE_TWO (unused) ; sprite &1b : part_2d part_3c ; SCENERY_WIDE_BOULDER_LEFT ; sprite &1c : part_3d part_3e ; SCENERY_WIDE_BOULDER_RIGHT ; sprite &1d : part_3f part_40 part_41 part_42 ; SCENERY_TREE_FIVE_LEFT ; sprite &1e : part_43 part_44 part_45 part_46 ; SCENERY_TREE_FIVE_RIGHT ; sprite &1f : part_47 part_47 part_47 part_48 ; SCENERY_POST_BOTTOM ; sprite &20 : part_49 part_4a part_4b part_4c ; SCENERY_RED_TREE_LEFT ; sprite &21 : part_4d part_4e part_4f part_50 ; SCENERY_RED_TREE_RIGHT ; sprite &22 : part_51 part_52 part_53 part_54 ; SCENERY_BUDDHA_STATUE ; sprite &23 : part_55 part_55 part_55 part_55 ; SCENERY_SHRINE_LEFT ; sprite &24 : part_2c part_2c part_2c part_2c ; SCENERY_SHRINE_RIGHT ; sprite &25 : part_56 part_57 part_58 ; SCENERY_BUSH_FOUR ; sprite &26 : part_59 part_5a ; SCENERY_CORPSE_LEFT ; sprite &27 : part_5b part_5c ; SCENERY_CORPSE_RIGHT ; sprite &28 : part_5d part_5e part_5f part_60 ; SCENERY_TREE_SIX_TOP_LEFT ; sprite &29 : part_61 part_62 part_63 part_64 ; SCENERY_TREE_SIX_BOTTOM_LEFT ; sprite &2a : part_65 part_66 part_67 part_68 ; SCENERY_TREE_SIX_TOP_RIGHT ; sprite &2b : part_69 part_6a part_6b part_6c ; SCENERY_TREE_SIX_BOTTOM_RIGHT ; sprite &2c : part_6d part_6d part_6d part_6d ; SCENERY_THICK_POST ; sprite &2d : part_6e ; SCENERY_RED_STEPPING_STONE_ONE ; sprite &2e : part_6f ; SCENERY_RED_STEPPING_STONE_TWO ; sprite &2f : part_70 part_71 ; SCENERY_YELLOW_EDGING_DIAGONAL (unused) ; sprite &30 : part_3a part_72 ; SCENERY_YELLOW_EDGING_VERTICAL (unused) ; sprite &31 : part_73 part_74 part_75 ; SCENERY_DRAGON_LEFT ; sprite &32 : part_76 part_77 part_78 ; SCENERY_DRAGON_RIGHT ; sprite &33 : part_7c ; SCENERY_PATH_BOTTOM_LEFT_ONE ; sprite &34 : part_7d part_7c ; SCENERY_PATH_BOTTOM_LEFT_TWO ; sprite &35 : part_7d part_7e ; SCENERY_PATH_BOTTOM_RIGHT_TWO ; sprite &36 : part_7e ; SCENERY_PATH_BOTTOM_RIGHT_ONE ; sprite &37 : ; SCENERY_REMOVED_DRAGON ; scenery_sprites_parts_table ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &0700 00 04 08 0c 10 13 15 16 17 18 1c 1e 20 22 23 27 ; &00 &0710 28 ff 2e 30 31 32 35 36 38 3a 3b 2d 3d 3f 43 47 ; &10 &0720 49 4d 51 55 2c 56 59 5b 5d 61 65 69 6d 6e 6f 70 ; &20 &0730 3a 73 76 7c 7d 7d 7e ff ff ff ff ff ff ff ff ff ; &30 &0740 01 05 09 0d 11 14 ff ff ff 19 1d 1f 21 ff 24 ff ; &40 &0750 29 ff 2f ff ff 33 ff 37 39 3b 3a 3c 3e 40 44 47 ; &50 &0760 4a 4e 52 55 2c 57 5a 5c 5e 62 66 6a 6d ff ff 71 ; &60 &0770 72 74 77 ff 7c 7e ff ff ff ff ff ff ff ff ff ff ; &70 &0780 02 06 0a 0e 12 ff ff ff ff 1a ff ff ff ff 25 ff ; &80 &0790 2a ff ff ff ff 34 ff ff ff 3a 3b ff ff 41 45 47 ; &90 &07a0 4b 4f 53 55 2c 58 ff ff 5f 63 67 6b 6d ff ff ff ; &a0 &07b0 ff 75 78 ff ff ff ff ff ff ff ff ff ff ff ff ff ; &b0 &07c0 03 07 0b 0f ff ff ff ff ff 1b ff ff ff ff 26 ff ; &c0 &07d0 2b ff ff ff ff ff ff ff ff ff ff ff ff 42 46 48 ; &d0 &07e0 4c 50 54 55 2c ff ff ff 60 64 68 6c 6d ff ff ff ; &e0 &07f0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ; &f0 ; 1.LEVEL-B ; 004c20 004c20 001ae0 ; path_sprite_0 # NW to SE path &4c20 ff 33 00 00 00 00 00 00 ff ff ff 33 00 00 00 00 &4c30 ff ff ff ff ff 33 00 00 ff ff ff ff ff ff ff 33 &4c40 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c50 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c60 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c70 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c80 00 cc ff ff ff ff ff ff 00 00 00 cc ff ff ff ff &4c90 00 00 00 00 00 cc ff ff 00 00 00 00 00 00 00 cc ; path_sprite_1 # SW to NE path &4ca0 00 00 00 00 00 00 33 ff 00 00 00 00 33 ff ff ff &4cb0 00 00 33 ff ff ff ff ff 33 ff ff ff ff ff ff ff &4cc0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4cd0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4ce0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4cf0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4d00 ff ff ff ff ff ff cc 00 ff ff ff ff cc 00 00 00 &4d10 ff ff cc 00 00 00 00 00 cc 00 00 00 00 00 00 00 ; path_sprite_2 # NW to SE water &4d20 f9 32 00 00 00 00 00 00 fc fa f9 32 00 00 00 00 &4d30 f2 f5 fc f9 fd 32 00 00 f2 f8 f5 f9 f0 f6 f8 33 &4d40 f2 f0 f6 f9 f4 f6 fa f0 f8 f6 f0 fa f5 fa f4 f1 &4d50 f9 f4 f6 fc f0 f2 f9 fe f0 f9 f5 f9 f2 f4 f3 f4 &4d60 f5 fb f1 f8 f8 f5 f8 f7 f0 f6 f8 f2 f0 fd f6 f1 &4d70 fa f0 f5 fa fb f4 f3 f8 c3 f8 f8 f2 f5 f3 f8 f5 &4d80 0c 0f c3 f0 f8 f6 f9 f6 00 04 0e 0f c3 f0 f0 f5 &4d90 00 00 00 08 0d 0f c3 f0 00 00 00 00 00 08 0e 0f ; path_obstacle_values &4da0 00 ; OBSTACLE_NONE &4da1 00 ; OBSTACLE_NONE &4da2 02 ; OBSTACLE_SINK ; passable_scenery_sprite_parts &4da3 30 6e 6f 79 7a 7b 7c 7d 7e 7f 35 04 0c ; room_types ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &4db0 00 02 05 06 03 01 04 13 07 08 09 0a 0b 0c 14 15 ; &00 &4dc0 08 0d 0e 07 00 0f 10 11 12 00 00 00 00 00 00 00 ; &10 ; title_screen_string_one &4dd0 1f 00 0b ; TAB(&00, &0b) &4dd3 11 81 ; COLOUR 129 &4dd5 43 2e 31 39 38 38 20 53 55 50 45 52 49 4f 52 ; "C.1988 SUPERIOR" &4de4 0d ; unused &4de5 0d 0d 0d ; title_screen_string_two &4de8 1f 00 0b ; TAB(&00, &0b) &4deb 11 81 ; COLOUR 129 &4ded 62 79 20 20 50 45 54 45 52 20 53 43 4f 54 54 ; "by PETER SCOTT" &4dfc 0d ; unused &4dfe 0d 0d 0d ; title_screen_string_three &4e00 1f 00 0b ; TAB(&00, &0b) &4e03 11 81 ; COLOUR 129 &4e05 66 6f 72 20 44 59 4c 41 4e 20 47 41 4d 45 53 ; "for DYLAN GAMES" &4e14 0d ; unused &4e15 0d 0d 0d 00 00 00 00 00 00 00 00 ; room_type_00_data &4e20 a0 b4 ; path &00 (PATH_NW_SE), direction 1, length 5 at (0, a) &4e22 a2 b4 ; path &00 (PATH_NW_SE), direction 1, length 5 at (2, a) &4e24 92 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (2, 9) &4e26 90 9d ; path &01 (PATH_SW_NE), direction 0, length 7 at (0, 9) &4e28 20 04 ; sprite &04 (SCENERY_TREE_ONE) at (0, 2) &4e2a 21 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (1, 2) &4e2c 23 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (3, 2) &4e2e 35 05 ; sprite &05 (SCENERY_ROCK) at (5, 3) &4e30 26 06 ; sprite &06 (SCENERY_SMALL_ROCK) at (6, 2) &4e32 c1 09 ; sprite &09 (SCENERY_TREE_TWO) at (1, c) &4e34 e4 08 ; sprite &08 (SCENERY_VERY_SMALL_ROCK) at (4, e) &4e36 ac 08 ; sprite &08 (SCENERY_VERY_SMALL_ROCK) at (c, a) &4e38 9d 0a ; sprite &0a (SCENERY_BUSH_ONE_LEFT) at (d, 9) &4e3a 1b 07 ; sprite &07 (SCENERY_SMALL_GRASS) at (b, 1) &4e3c 60 08 ; sprite &08 (SCENERY_VERY_SMALL_ROCK) at (0, 6) &4e3e ff ; room_type_01_data &4e3f a6 f5 ; path &01 (PATH_SW_NE), direction 3, length 5 at (6, a) &4e41 a8 f5 ; path &01 (PATH_SW_NE), direction 3, length 5 at (8, a) &4e43 96 d4 ; path &00 (PATH_NW_SE), direction 2, length 5 at (6, 9) &4e45 97 dc ; path &00 (PATH_NW_SE), direction 2, length 7 at (7, 9) &4e47 32 06 ; sprite &06 (SCENERY_SMALL_ROCK) at (2, 3) &4e49 14 09 ; sprite &09 (SCENERY_TREE_TWO) at (4, 1) &4e4b 35 05 ; sprite &05 (SCENERY_ROCK) at (5, 3) &4e4d 27 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (7, 2) &4e4f 29 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (9, 2) &4e51 4a 06 ; sprite &06 (SCENERY_SMALL_ROCK) at (a, 4) &4e53 4c 08 ; sprite &08 (SCENERY_VERY_SMALL_ROCK) at (c, 4) &4e55 0d 04 ; sprite &04 (SCENERY_TREE_ONE) at (d, 0) &4e57 80 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (0, 8) &4e59 82 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (2, 8) &4e5b 94 05 ; sprite &05 (SCENERY_ROCK) at (4, 9) &4e5d e6 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (6, e) &4e5f e8 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (8, e) &4e61 d9 04 ; sprite &04 (SCENERY_TREE_ONE) at (9, d) &4e63 cb 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (b, c) &4e65 cd 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (d, c) &4e67 ed 0a ; sprite &0a (SCENERY_BUSH_ONE_LEFT) at (d, e) &4e69 ff ; room_type_02_data &4e6a 84 f5 ; path &01 (PATH_SW_NE), direction 3, length 5 at (4, 8) &4e6c 86 f9 ; path &01 (PATH_SW_NE), direction 3, length 6 at (6, 8) &4e6e 76 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (6, 7) &4e70 78 8d ; path &01 (PATH_SW_NE), direction 0, length 3 at (8, 7) &4e72 00 0e ; sprite &0e (SCENERY_TREE_THREE) at (0, 0) &4e74 71 05 ; sprite &05 (SCENERY_ROCK) at (1, 7) &4e76 25 10 ; sprite &10 (SCENERY_TREE_FOUR) at (5, 2) &4e78 34 09 ; sprite &09 (SCENERY_TREE_TWO) at (4, 3) &4e7a 47 04 ; sprite &04 (SCENERY_TREE_ONE) at (7, 4) &4e7c 39 08 ; sprite &08 (SCENERY_VERY_SMALL_ROCK) at (9, 3) &4e7e 4b 07 ; sprite &07 (SCENERY_SMALL_GRASS) at (b, 4) &4e80 0c 09 ; sprite &09 (SCENERY_TREE_TWO) at (c, 0) &4e82 f0 06 ; sprite &06 (SCENERY_SMALL_ROCK) at (0, f) &4e84 e2 25 ; sprite &25 (SCENERY_BUSH_FOUR) at (2, e) &4e86 d4 04 ; sprite &04 (SCENERY_TREE_ONE) at (4, d) &4e88 d6 06 ; sprite &06 (SCENERY_SMALL_ROCK) at (6, d) &4e8a cc 05 ; sprite &05 (SCENERY_ROCK) at (c, c) &4e8c b9 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (9, b) &4e8e bb 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (b, b) &4e90 9d 08 ; sprite &08 (SCENERY_VERY_SMALL_ROCK) at (d, 9) &4e92 ed 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (d, e) &4e94 e8 07 ; sprite &07 (SCENERY_SMALL_GRASS) at (8, e) &4e96 ff ; room_type_03_data &4e97 73 95 ; path &01 (PATH_SW_NE), direction 0, length 5 at (3, 7) &4e99 75 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (5, 7) &4e9b 83 a4 ; path &00 (PATH_NW_SE), direction 1, length 1 at (3, 8) &4e9d 85 a4 ; path &00 (PATH_NW_SE), direction 1, length 1 at (5, 8) &4e9f a5 ed ; path &01 (PATH_SW_NE), direction 3, length 3 at (5, a) &4ea1 a6 ed ; path &01 (PATH_SW_NE), direction 3, length 3 at (6, a) &4ea3 e0 a4 ; path &00 (PATH_NW_SE), direction 1, length 1 at (0, e) &4ea5 e1 a4 ; path &00 (PATH_NW_SE), direction 1, length 1 at (1, e) &4ea7 00 0e ; sprite &0e (SCENERY_TREE_THREE) at (0, 0) &4ea9 12 04 ; sprite &04 (SCENERY_TREE_ONE) at (2, 1) &4eab 23 0d ; sprite &0d (SCENERY_BUSH_THREE) at (3, 2) &4ead 30 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (0, 3) &4eaf 60 07 ; sprite &07 (SCENERY_SMALL_GRASS) at (0, 6) &4eb1 33 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (3, 3) &4eb3 35 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (5, 3) &4eb5 31 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (1, 3) &4eb7 33 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (3, 3) &4eb9 62 05 ; sprite &05 (SCENERY_ROCK) at (2, 6) &4ebb 50 09 ; sprite &09 (SCENERY_TREE_TWO) at (0, 5) &4ebd 70 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (0, 7) &4ebf a0 0d ; sprite &0d (SCENERY_BUSH_THREE) at (0, a) &4ec1 72 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (2, 7) &4ec3 93 05 ; sprite &05 (SCENERY_ROCK) at (3, 9) &4ec5 a0 07 ; sprite &07 (SCENERY_SMALL_GRASS) at (0, a) &4ec7 05 04 ; sprite &04 (SCENERY_TREE_ONE) at (5, 0) &4ec9 26 05 ; sprite &05 (SCENERY_ROCK) at (6, 2) &4ecb 45 05 ; sprite &05 (SCENERY_ROCK) at (5, 4) &4ecd 46 08 ; sprite &08 (SCENERY_VERY_SMALL_ROCK) at (6, 4) &4ecf 2a 08 ; sprite &08 (SCENERY_VERY_SMALL_ROCK) at (a, 2) &4ed1 07 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (7, 0) &4ed3 09 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (9, 0) &4ed5 0d 05 ; sprite &05 (SCENERY_ROCK) at (d, 0) &4ed7 1c 06 ; sprite &06 (SCENERY_SMALL_ROCK) at (c, 1) &4ed9 7d 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (d, 7) &4edb ca 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (a, c) &4edd cc 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (c, c) &4edf de 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (e, d) &4ee1 fd 08 ; sprite &08 (SCENERY_VERY_SMALL_ROCK) at (d, f) &4ee3 ff ; room_type_04_data &4ee4 84 cc ; path &00 (PATH_NW_SE), direction 2, length 3 at (4, 8) &4ee6 86 d8 ; path &00 (PATH_NW_SE), direction 2, length 6 at (6, 8) &4ee8 94 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (4, 9) &4eea 96 f9 ; path &01 (PATH_SW_NE), direction 3, length 6 at (6, 9) &4eec 00 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (0, 0) &4eee 22 0d ; sprite &0d (SCENERY_BUSH_THREE) at (2, 2) &4ef0 04 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (4, 0) &4ef2 06 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (6, 0) &4ef4 1a 10 ; sprite &10 (SCENERY_TREE_FOUR) at (a, 1) &4ef6 27 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (7, 2) &4ef8 29 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (9, 2) &4efa 4a 04 ; sprite &04 (SCENERY_TREE_ONE) at (a, 4) &4efc 3c 09 ; sprite &09 (SCENERY_TREE_TWO) at (c, 3) &4efe 6b 05 ; sprite &05 (SCENERY_ROCK) at (b, 6) &4f00 7d 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (d, 7) &4f02 70 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (0, 7) &4f04 91 05 ; sprite &05 (SCENERY_ROCK) at (1, 9) &4f06 82 05 ; sprite &05 (SCENERY_ROCK) at (2, 8) &4f08 d5 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (5, d) &4f0a d7 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (7, d) &4f0c d8 05 ; sprite &05 (SCENERY_ROCK) at (8, d) &4f0e ca 10 ; sprite &10 (SCENERY_TREE_FOUR) at (a, c) &4f10 cd 09 ; sprite &09 (SCENERY_TREE_TWO) at (d, c) &4f12 ea 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (a, e) &4f14 ec 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (c, e) &4f16 bb 0d ; sprite &0d (SCENERY_BUSH_THREE) at (b, b) &4f18 9e 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (e, 9) &4f1a ff ; room_type_05_data &4f1b 95 f5 ; path &01 (PATH_SW_NE), direction 3, length 5 at (5, 9) &4f1d 97 f9 ; path &01 (PATH_SW_NE), direction 3, length 6 at (7, 9) &4f1f 87 8d ; path &01 (PATH_SW_NE), direction 0, length 3 at (7, 8) &4f21 89 89 ; path &01 (PATH_SW_NE), direction 0, length 2 at (9, 8) &4f23 86 d8 ; path &00 (PATH_NW_SE), direction 2, length 6 at (6, 8) &4f25 94 d4 ; path &00 (PATH_NW_SE), direction 2, length 5 at (4, 9) &4f27 00 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (0, 0) &4f29 13 05 ; sprite &05 (SCENERY_ROCK) at (3, 1) &4f2b 35 14 ; sprite &14 (SCENERY_TWO_SMALL_ROCKS) at (5, 3) &4f2d 28 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (8, 2) &4f2f 2a 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (a, 2) &4f31 57 0d ; sprite &0d (SCENERY_BUSH_THREE) at (7, 5) &4f33 0c 09 ; sprite &09 (SCENERY_TREE_TWO) at (c, 0) &4f35 1d 09 ; sprite &09 (SCENERY_TREE_TWO) at (d, 1) &4f37 70 0e ; sprite &0e (SCENERY_TREE_THREE) at (0, 7) &4f39 f3 06 ; sprite &06 (SCENERY_SMALL_ROCK) at (3, f) &4f3b d7 04 ; sprite &04 (SCENERY_TREE_ONE) at (7, d) &4f3d e5 05 ; sprite &05 (SCENERY_ROCK) at (5, e) &4f3f da 07 ; sprite &07 (SCENERY_SMALL_GRASS) at (a, d) &4f41 fa 0a ; sprite &0a (SCENERY_BUSH_ONE_LEFT) at (a, f) &4f43 cd 10 ; sprite &10 (SCENERY_TREE_FOUR) at (d, c) &4f45 eb 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (b, e) &4f47 ed 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (d, e) &4f49 ad 0a ; sprite &0a (SCENERY_BUSH_ONE_LEFT) at (d, a) &4f4b ff ; room_type_06_data &4f4c 96 d0 ; path &00 (PATH_NW_SE), direction 2, length 4 at (6, 9) &4f4e 98 dc ; path &00 (PATH_NW_SE), direction 2, length 7 at (8, 9) &4f50 a6 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (6, a) &4f52 a8 f5 ; path &01 (PATH_SW_NE), direction 3, length 5 at (8, a) &4f54 00 1b ; sprite &1b (SCENERY_WIDE_BOULDER_LEFT) at (0, 0) &4f56 02 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (2, 0) &4f58 21 08 ; sprite &08 (SCENERY_VERY_SMALL_ROCK) at (1, 2) &4f5a 04 09 ; sprite &09 (SCENERY_TREE_TWO) at (4, 0) &4f5c 23 0a ; sprite &0a (SCENERY_BUSH_ONE_LEFT) at (3, 2) &4f5e 35 05 ; sprite &05 (SCENERY_ROCK) at (5, 3) &4f60 16 10 ; sprite &10 (SCENERY_TREE_FOUR) at (6, 1) &4f62 08 1d ; sprite &1d (SCENERY_TREE_FIVE_LEFT) at (8, 0) &4f64 0a 1e ; sprite &1e (SCENERY_TREE_FIVE_RIGHT) at (a, 0) &4f66 28 12 ; sprite &12 (SCENERY_POST_TOP) at (8, 2) &4f68 2b 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (b, 2) &4f6a 2d 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (d, 2) &4f6c 59 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (9, 5) &4f6e 5b 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (b, 5) &4f70 6d 04 ; sprite &04 (SCENERY_TREE_ONE) at (d, 6) &4f72 80 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (0, 8) &4f74 82 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (2, 8) &4f76 b0 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (0, b) &4f78 da 25 ; sprite &25 (SCENERY_BUSH_FOUR) at (a, d) &4f7a e7 1b ; sprite &1b (SCENERY_WIDE_BOULDER_LEFT) at (7, e) &4f7c e9 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (9, e) &4f7e ce 09 ; sprite &09 (SCENERY_TREE_TWO) at (e, c) &4f80 eb 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (b, e) &4f82 ed 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (d, e) &4f84 ff ; room_type_07_data &4f85 75 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (5, 7) &4f87 78 8d ; path &01 (PATH_SW_NE), direction 0, length 3 at (8, 7) &4f89 83 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (3, 8) &4f8b 86 f9 ; path &01 (PATH_SW_NE), direction 3, length 6 at (6, 8) &4f8d 01 28 ; sprite &28 (SCENERY_TREE_SIX_TOP_LEFT) at (1, 0) &4f8f 03 2a ; sprite &2a (SCENERY_TREE_SIX_TOP_RIGHT) at (3, 0) &4f91 41 29 ; sprite &29 (SCENERY_TREE_SIX_BOTTOM_LEFT) at (1, 4) &4f93 43 2b ; sprite &2b (SCENERY_TREE_SIX_BOTTOM_RIGHT) at (3, 4) &4f95 30 09 ; sprite &09 (SCENERY_TREE_TWO) at (0, 3) &4f97 40 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (0, 4) &4f99 42 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (2, 4) &4f9b 70 05 ; sprite &05 (SCENERY_ROCK) at (0, 7) &4f9d 34 09 ; sprite &09 (SCENERY_TREE_TWO) at (4, 3) &4f9f 0a 10 ; sprite &10 (SCENERY_TREE_FOUR) at (a, 0) &4fa1 17 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (7, 1) &4fa3 19 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (9, 1) &4fa5 36 05 ; sprite &05 (SCENERY_ROCK) at (6, 3) &4fa7 47 05 ; sprite &05 (SCENERY_ROCK) at (7, 4) &4fa9 0d 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (d, 0) &4fab f0 0d ; sprite &0d (SCENERY_BUSH_THREE) at (0, f) &4fad e3 04 ; sprite &04 (SCENERY_TREE_ONE) at (3, e) &4faf d6 05 ; sprite &05 (SCENERY_ROCK) at (6, d) &4fb1 d5 06 ; sprite &06 (SCENERY_SMALL_ROCK) at (5, d) &4fb3 cd 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (d, c) &4fb5 da 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (a, d) &4fb7 dc 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (c, d) &4fb9 e9 05 ; sprite &05 (SCENERY_ROCK) at (9, e) &4fbb b9 07 ; sprite &07 (SCENERY_SMALL_GRASS) at (9, b) &4fbd 8d 1d ; sprite &1d (SCENERY_TREE_FIVE_LEFT) at (d, 8) &4fbf ff ; room_type_08_data &4fc0 94 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (4, 9) &4fc2 96 f9 ; path &01 (PATH_SW_NE), direction 3, length 6 at (6, 9) &4fc4 86 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (6, 8) &4fc6 88 89 ; path &01 (PATH_SW_NE), direction 0, length 2 at (8, 8) &4fc8 41 ac ; path &00 (PATH_NW_SE), direction 1, length 3 at (1, 4) &4fca e2 1b ; sprite &1b (SCENERY_WIDE_BOULDER_LEFT) at (2, e) &4fcc f6 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (6, f) &4fce e4 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (4, e) &4fd0 c7 20 ; sprite &20 (SCENERY_RED_TREE_LEFT) at (7, c) &4fd2 c9 21 ; sprite &21 (SCENERY_RED_TREE_RIGHT) at (9, c) &4fd4 bb 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (b, b) &4fd6 bd 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (d, b) &4fd8 dd 09 ; sprite &09 (SCENERY_TREE_TWO) at (d, d) &4fda ec 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (c, e) &4fdc ea 25 ; sprite &25 (SCENERY_BUSH_FOUR) at (a, e) &4fde 9d 07 ; sprite &07 (SCENERY_SMALL_GRASS) at (d, 9) &4fe0 01 23 ; sprite &23 (SCENERY_SHRINE_LEFT) at (1, 0) &4fe2 00 23 ; sprite &23 (SCENERY_SHRINE_LEFT) at (0, 0) &4fe4 10 23 ; sprite &23 (SCENERY_SHRINE_LEFT) at (0, 1) &4fe6 40 21 ; sprite &21 (SCENERY_RED_TREE_RIGHT) at (0, 4) &4fe8 60 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (0, 6) &4fea 62 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (2, 6) &4fec 63 04 ; sprite &04 (SCENERY_TREE_ONE) at (3, 6) &4fee 74 05 ; sprite &05 (SCENERY_ROCK) at (4, 7) &4ff0 a0 06 ; sprite &06 (SCENERY_SMALL_ROCK) at (0, a) &4ff2 03 22 ; sprite &22 (SCENERY_BUDDHA_STATUE) at (3, 0) &4ff4 05 24 ; sprite &24 (SCENERY_SHRINE_RIGHT) at (5, 0) &4ff6 16 20 ; sprite &20 (SCENERY_RED_TREE_LEFT) at (6, 1) &4ff8 18 21 ; sprite &21 (SCENERY_RED_TREE_RIGHT) at (8, 1) &4ffa 35 05 ; sprite &05 (SCENERY_ROCK) at (5, 3) &4ffc 0b 1f ; sprite &1f (SCENERY_POST_BOTTOM) at (b, 0) &4ffe 2b 1f ; sprite &1f (SCENERY_POST_BOTTOM) at (b, 2) &5000 0d 09 ; sprite &09 (SCENERY_TREE_TWO) at (d, 0) &5002 ff ; room_type_09_data &5003 94 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (4, 9) &5005 96 f9 ; path &01 (PATH_SW_NE), direction 3, length 6 at (6, 9) &5007 86 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (6, 8) &5009 88 89 ; path &01 (PATH_SW_NE), direction 0, length 2 at (8, 8) &500b f2 0d ; sprite &0d (SCENERY_BUSH_THREE) at (2, f) &500d e4 04 ; sprite &04 (SCENERY_TREE_ONE) at (4, e) &500f c8 09 ; sprite &09 (SCENERY_TREE_TWO) at (8, c) &5011 d6 09 ; sprite &09 (SCENERY_TREE_TWO) at (6, d) &5013 e7 25 ; sprite &25 (SCENERY_BUSH_FOUR) at (7, e) &5015 ba 28 ; sprite &28 (SCENERY_TREE_SIX_TOP_LEFT) at (a, b) &5017 fa 29 ; sprite &29 (SCENERY_TREE_SIX_BOTTOM_LEFT) at (a, f) &5019 bc 2a ; sprite &2a (SCENERY_TREE_SIX_TOP_RIGHT) at (c, b) &501b fc 2b ; sprite &2b (SCENERY_TREE_SIX_BOTTOM_RIGHT) at (c, f) &501d ed 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (d, e) &501f 9d 06 ; sprite &06 (SCENERY_SMALL_ROCK) at (d, 9) &5021 00 2a ; sprite &2a (SCENERY_TREE_SIX_TOP_RIGHT) at (0, 0) &5023 40 2b ; sprite &2b (SCENERY_TREE_SIX_BOTTOM_RIGHT) at (0, 4) &5025 13 20 ; sprite &20 (SCENERY_RED_TREE_LEFT) at (3, 1) &5027 15 21 ; sprite &21 (SCENERY_RED_TREE_RIGHT) at (5, 1) &5029 60 09 ; sprite &09 (SCENERY_TREE_TWO) at (0, 6) &502b 74 12 ; sprite &12 (SCENERY_POST_TOP) at (4, 7) &502d 52 12 ; sprite &12 (SCENERY_POST_TOP) at (2, 5) &502f 06 20 ; sprite &20 (SCENERY_RED_TREE_LEFT) at (6, 0) &5031 08 21 ; sprite &21 (SCENERY_RED_TREE_RIGHT) at (8, 0) &5033 19 1d ; sprite &1d (SCENERY_TREE_FIVE_LEFT) at (9, 1) &5035 0b 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (b, 0) &5037 0d 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (d, 0) &5039 1b 1e ; sprite &1e (SCENERY_TREE_FIVE_RIGHT) at (b, 1) &503b 0d 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (d, 0) &503d 38 04 ; sprite &04 (SCENERY_TREE_ONE) at (8, 3) &503f ff ; room_type_0a_data &5040 a3 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (3, a) &5042 a6 f5 ; path &01 (PATH_SW_NE), direction 3, length 5 at (6, a) &5044 a5 d8 ; path &00 (PATH_NW_SE), direction 2, length 6 at (5, a) &5046 95 d8 ; path &00 (PATH_NW_SE), direction 2, length 6 at (5, 9) &5048 10 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (0, 1) &504a 12 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (2, 1) &504c 14 09 ; sprite &09 (SCENERY_TREE_TWO) at (4, 1) &504e 06 09 ; sprite &09 (SCENERY_TREE_TWO) at (6, 0) &5050 25 09 ; sprite &09 (SCENERY_TREE_TWO) at (5, 2) &5052 36 04 ; sprite &04 (SCENERY_TREE_ONE) at (6, 3) &5054 37 20 ; sprite &20 (SCENERY_RED_TREE_LEFT) at (7, 3) &5056 39 21 ; sprite &21 (SCENERY_RED_TREE_RIGHT) at (9, 3) &5058 0b 28 ; sprite &28 (SCENERY_TREE_SIX_TOP_LEFT) at (b, 0) &505a 0d 2a ; sprite &2a (SCENERY_TREE_SIX_TOP_RIGHT) at (d, 0) &505c 4b 29 ; sprite &29 (SCENERY_TREE_SIX_BOTTOM_LEFT) at (b, 4) &505e 4d 2b ; sprite &2b (SCENERY_TREE_SIX_BOTTOM_RIGHT) at (d, 4) &5060 69 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (9, 6) &5062 6b 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (b, 6) &5064 99 26 ; sprite &26 (SCENERY_CORPSE_LEFT) at (9, 9) &5066 9b 27 ; sprite &27 (SCENERY_CORPSE_RIGHT) at (b, 9) &5068 bb 20 ; sprite &20 (SCENERY_RED_TREE_LEFT) at (b, b) &506a bd 21 ; sprite &21 (SCENERY_RED_TREE_RIGHT) at (d, b) &506c d9 28 ; sprite &28 (SCENERY_TREE_SIX_TOP_LEFT) at (9, d) &506e db 2a ; sprite &2a (SCENERY_TREE_SIX_TOP_RIGHT) at (b, d) &5070 e5 1b ; sprite &1b (SCENERY_WIDE_BOULDER_LEFT) at (5, e) &5072 e7 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (7, e) &5074 90 05 ; sprite &05 (SCENERY_ROCK) at (0, 9) &5076 91 15 ; sprite &15 (SCENERY_HERON) at (1, 9) &5078 9d 0a ; sprite &0a (SCENERY_BUSH_ONE_LEFT) at (d, 9) &507a ed 0a ; sprite &0a (SCENERY_BUSH_ONE_LEFT) at (d, e) &507c ff ; room_type_0b_data &507d c1 ac ; path &00 (PATH_NW_SE), direction 1, length 3 at (1, c) &507f b1 99 ; path &01 (PATH_SW_NE), direction 0, length 6 at (1, b) &5081 85 c8 ; path &00 (PATH_NW_SE), direction 2, length 2 at (5, 8) &5083 75 c4 ; path &00 (PATH_NW_SE), direction 2, length 1 at (5, 7) &5085 01 23 ; sprite &23 (SCENERY_SHRINE_LEFT) at (1, 0) &5087 00 23 ; sprite &23 (SCENERY_SHRINE_LEFT) at (0, 0) &5089 03 22 ; sprite &22 (SCENERY_BUDDHA_STATUE) at (3, 0) &508b 05 24 ; sprite &24 (SCENERY_SHRINE_RIGHT) at (5, 0) &508d 10 28 ; sprite &28 (SCENERY_TREE_SIX_TOP_LEFT) at (0, 1) &508f 43 04 ; sprite &04 (SCENERY_TREE_ONE) at (3, 4) &5091 34 09 ; sprite &09 (SCENERY_TREE_TWO) at (4, 3) &5093 12 2a ; sprite &2a (SCENERY_TREE_SIX_TOP_RIGHT) at (2, 1) &5095 50 29 ; sprite &29 (SCENERY_TREE_SIX_BOTTOM_LEFT) at (0, 5) &5097 52 2b ; sprite &2b (SCENERY_TREE_SIX_BOTTOM_RIGHT) at (2, 5) &5099 73 05 ; sprite &05 (SCENERY_ROCK) at (3, 7) &509b 70 04 ; sprite &04 (SCENERY_TREE_ONE) at (0, 7) &509d 71 09 ; sprite &09 (SCENERY_TREE_TWO) at (1, 7) &509f 90 09 ; sprite &09 (SCENERY_TREE_TWO) at (0, 9) &50a1 c0 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (0, c) &50a3 c2 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (2, c) &50a5 e1 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (1, e) &50a7 e3 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (3, e) &50a9 f4 08 ; sprite &08 (SCENERY_VERY_SMALL_ROCK) at (4, f) &50ab 65 0d ; sprite &0d (SCENERY_BUSH_THREE) at (5, 6) &50ad 07 10 ; sprite &10 (SCENERY_TREE_FOUR) at (7, 0) &50af 25 09 ; sprite &09 (SCENERY_TREE_TWO) at (5, 2) &50b1 18 1d ; sprite &1d (SCENERY_TREE_FIVE_LEFT) at (8, 1) &50b3 1a 1e ; sprite &1e (SCENERY_TREE_FIVE_RIGHT) at (a, 1) &50b5 1b 09 ; sprite &09 (SCENERY_TREE_TWO) at (b, 1) &50b7 0d 2c ; sprite &2c (SCENERY_THICK_POST) at (d, 0) &50b9 2c 09 ; sprite &09 (SCENERY_TREE_TWO) at (c, 2) &50bb 3d 0a ; sprite &0a (SCENERY_BUSH_ONE_LEFT) at (d, 3) &50bd 46 1b ; sprite &1b (SCENERY_WIDE_BOULDER_LEFT) at (6, 4) &50bf 48 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (8, 4) &50c1 58 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (8, 5) &50c3 5a 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (a, 5) &50c5 b8 07 ; sprite &07 (SCENERY_SMALL_GRASS) at (8, b) &50c7 ba 05 ; sprite &05 (SCENERY_ROCK) at (a, b) &50c9 ac 20 ; sprite &20 (SCENERY_RED_TREE_LEFT) at (c, a) &50cb ae 21 ; sprite &21 (SCENERY_RED_TREE_RIGHT) at (e, a) &50cd dd 0a ; sprite &0a (SCENERY_BUSH_ONE_LEFT) at (d, d) &50cf db 0d ; sprite &0d (SCENERY_BUSH_THREE) at (b, d) &50d1 ff ; room_type_0c_data &50d2 83 ed ; path &01 (PATH_SW_NE), direction 3, length 3 at (3, 8) &50d4 86 f9 ; path &01 (PATH_SW_NE), direction 3, length 6 at (6, 8) &50d6 75 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (5, 7) &50d8 78 85 ; path &01 (PATH_SW_NE), direction 0, length 1 at (8, 7) &50da c6 28 ; sprite &28 (SCENERY_TREE_SIX_TOP_LEFT) at (6, c) &50dc c8 2a ; sprite &2a (SCENERY_TREE_SIX_TOP_RIGHT) at (8, c) &50de d3 1d ; sprite &1d (SCENERY_TREE_FIVE_LEFT) at (3, d) &50e0 d5 1e ; sprite &1e (SCENERY_TREE_FIVE_RIGHT) at (5, d) &50e2 e8 1b ; sprite &1b (SCENERY_WIDE_BOULDER_LEFT) at (8, e) &50e4 ea 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (a, e) &50e6 9b 28 ; sprite &28 (SCENERY_TREE_SIX_TOP_LEFT) at (b, 9) &50e8 9d 2a ; sprite &2a (SCENERY_TREE_SIX_TOP_RIGHT) at (d, 9) &50ea db 29 ; sprite &29 (SCENERY_TREE_SIX_BOTTOM_LEFT) at (b, d) &50ec dd 2b ; sprite &2b (SCENERY_TREE_SIX_BOTTOM_RIGHT) at (d, d) &50ee ed 0a ; sprite &0a (SCENERY_BUSH_ONE_LEFT) at (d, e) &50f0 fc 0d ; sprite &0d (SCENERY_BUSH_THREE) at (c, f) &50f2 50 09 ; sprite &09 (SCENERY_TREE_TWO) at (0, 5) &50f4 62 06 ; sprite &06 (SCENERY_SMALL_ROCK) at (2, 6) &50f6 00 0e ; sprite &0e (SCENERY_TREE_THREE) at (0, 0) &50f8 11 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (1, 1) &50fa 04 09 ; sprite &09 (SCENERY_TREE_TWO) at (4, 0) &50fc 13 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (3, 1) &50fe 06 04 ; sprite &04 (SCENERY_TREE_ONE) at (6, 0) &5100 17 25 ; sprite &25 (SCENERY_BUSH_FOUR) at (7, 1) &5102 29 04 ; sprite &04 (SCENERY_TREE_ONE) at (9, 2) &5104 38 05 ; sprite &05 (SCENERY_ROCK) at (8, 3) &5106 36 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (6, 3) &5108 0b 10 ; sprite &10 (SCENERY_TREE_FOUR) at (b, 0) &510a 0d 04 ; sprite &04 (SCENERY_TREE_ONE) at (d, 0) &510c 2c 0d ; sprite &0d (SCENERY_BUSH_THREE) at (c, 2) &510e ff ; room_type_0d_data &510f 46 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (6, 4) &5111 48 8d ; path &01 (PATH_SW_NE), direction 0, length 3 at (8, 4) &5113 54 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (4, 5) &5115 56 f9 ; path &01 (PATH_SW_NE), direction 3, length 6 at (6, 5) &5117 82 b8 ; path &00 (PATH_NW_SE), direction 1, length 6 at (2, 8) &5119 01 09 ; sprite &09 (SCENERY_TREE_TWO) at (1, 0) &511b 20 09 ; sprite &09 (SCENERY_TREE_TWO) at (0, 2) &511d 04 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (4, 0) &511f 06 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (6, 0) &5121 12 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (2, 1) &5123 14 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (4, 1) &5125 17 05 ; sprite &05 (SCENERY_ROCK) at (7, 1) &5127 09 04 ; sprite &04 (SCENERY_TREE_ONE) at (9, 0) &5129 36 07 ; sprite &07 (SCENERY_SMALL_GRASS) at (6, 3) &512b 0c 0d ; sprite &0d (SCENERY_BUSH_THREE) at (c, 0) &512d 7a 07 ; sprite &07 (SCENERY_SMALL_GRASS) at (a, 7) &512f 6c 10 ; sprite &10 (SCENERY_TREE_FOUR) at (c, 6) &5131 8d 0a ; sprite &0a (SCENERY_BUSH_ONE_LEFT) at (d, 8) &5133 a4 0d ; sprite &0d (SCENERY_BUSH_THREE) at (4, a) &5135 c9 08 ; sprite &08 (SCENERY_VERY_SMALL_ROCK) at (9, c) &5137 b1 06 ; sprite &06 (SCENERY_SMALL_ROCK) at (1, b) &5139 d1 28 ; sprite &28 (SCENERY_TREE_SIX_TOP_LEFT) at (1, d) &513b d3 2a ; sprite &2a (SCENERY_TREE_SIX_TOP_RIGHT) at (3, d) &513d e3 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (3, e) &513f e5 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (5, e) &5141 c4 28 ; sprite &28 (SCENERY_TREE_SIX_TOP_LEFT) at (4, c) &5143 c6 2a ; sprite &2a (SCENERY_TREE_SIX_TOP_RIGHT) at (6, c) &5145 e7 28 ; sprite &28 (SCENERY_TREE_SIX_TOP_LEFT) at (7, e) &5147 e9 2a ; sprite &2a (SCENERY_TREE_SIX_TOP_RIGHT) at (9, e) &5149 ea 1b ; sprite &1b (SCENERY_WIDE_BOULDER_LEFT) at (a, e) &514b ec 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (c, e) &514d e0 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (0, e) &514f ff ; room_type_0e_data &5150 94 95 ; path &01 (PATH_SW_NE), direction 0, length 5 at (4, 9) &5152 96 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (6, 9) &5154 92 cc ; path &00 (PATH_NW_SE), direction 2, length 3 at (2, 9) &5156 94 d4 ; path &00 (PATH_NW_SE), direction 2, length 5 at (4, 9) &5158 0b 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (b, 0) &515a 0d 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (d, 0) &515c 1a 1d ; sprite &1d (SCENERY_TREE_FIVE_LEFT) at (a, 1) &515e 1c 1e ; sprite &1e (SCENERY_TREE_FIVE_RIGHT) at (c, 1) &5160 29 09 ; sprite &09 (SCENERY_TREE_TWO) at (9, 2) &5162 46 29 ; sprite &29 (SCENERY_TREE_SIX_BOTTOM_LEFT) at (6, 4) &5164 48 2b ; sprite &2b (SCENERY_TREE_SIX_BOTTOM_RIGHT) at (8, 4) &5166 06 28 ; sprite &28 (SCENERY_TREE_SIX_TOP_LEFT) at (6, 0) &5168 08 2a ; sprite &2a (SCENERY_TREE_SIX_TOP_RIGHT) at (8, 0) &516a 54 14 ; sprite &14 (SCENERY_TWO_SMALL_ROCKS) at (4, 5) &516c 00 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (0, 0) &516e 02 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (2, 0) &5170 12 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (2, 1) &5172 14 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (4, 1) &5174 90 07 ; sprite &07 (SCENERY_SMALL_GRASS) at (0, 9) &5176 b0 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (0, b) &5178 d0 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (0, d) &517a b3 09 ; sprite &09 (SCENERY_TREE_TWO) at (3, b) &517c e2 05 ; sprite &05 (SCENERY_ROCK) at (2, e) &517e d2 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (2, d) &5180 d5 09 ; sprite &09 (SCENERY_TREE_TWO) at (5, d) &5182 d8 25 ; sprite &25 (SCENERY_BUSH_FOUR) at (8, d) &5184 e7 04 ; sprite &04 (SCENERY_TREE_ONE) at (7, e) &5186 ca 20 ; sprite &20 (SCENERY_RED_TREE_LEFT) at (a, c) &5188 cc 21 ; sprite &21 (SCENERY_RED_TREE_RIGHT) at (c, c) &518a cd 28 ; sprite &28 (SCENERY_TREE_SIX_TOP_LEFT) at (d, c) &518c ae 0a ; sprite &0a (SCENERY_BUSH_ONE_LEFT) at (e, a) &518e a4 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (4, a) &5190 a6 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (6, a) &5192 a8 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (8, a) &5194 aa 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (a, a) &5196 ff ; room_type_0f_data &5197 74 b4 ; path &00 (PATH_NW_SE), direction 1, length 5 at (4, 7) &5199 76 b0 ; path &00 (PATH_NW_SE), direction 1, length 4 at (6, 7) &519b 72 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (2, 7) &519d 74 f5 ; path &01 (PATH_SW_NE), direction 3, length 5 at (4, 7) &519f 01 10 ; sprite &10 (SCENERY_TREE_FOUR) at (1, 0) &51a1 62 0d ; sprite &0d (SCENERY_BUSH_THREE) at (2, 6) &51a3 40 09 ; sprite &09 (SCENERY_TREE_TWO) at (0, 4) &51a5 22 20 ; sprite &20 (SCENERY_RED_TREE_LEFT) at (2, 2) &51a7 24 21 ; sprite &21 (SCENERY_RED_TREE_RIGHT) at (4, 2) &51a9 36 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (6, 3) &51ab 38 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (8, 3) &51ad 54 1b ; sprite &1b (SCENERY_WIDE_BOULDER_LEFT) at (4, 5) &51af 56 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (6, 5) &51b1 16 08 ; sprite &08 (SCENERY_VERY_SMALL_ROCK) at (6, 1) &51b3 09 06 ; sprite &06 (SCENERY_SMALL_ROCK) at (9, 0) &51b5 49 04 ; sprite &04 (SCENERY_TREE_ONE) at (9, 4) &51b7 5a 05 ; sprite &05 (SCENERY_ROCK) at (a, 5) &51b9 1b 09 ; sprite &09 (SCENERY_TREE_TWO) at (b, 1) &51bb 0d 28 ; sprite &28 (SCENERY_TREE_SIX_TOP_LEFT) at (d, 0) &51bd 4d 29 ; sprite &29 (SCENERY_TREE_SIX_BOTTOM_LEFT) at (d, 4) &51bf f0 0d ; sprite &0d (SCENERY_BUSH_THREE) at (0, f) &51c1 e1 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (1, e) &51c3 c4 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (4, c) &51c5 c6 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (6, c) &51c7 e3 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (3, e) &51c9 ca 09 ; sprite &09 (SCENERY_TREE_TWO) at (a, c) &51cb dc 04 ; sprite &04 (SCENERY_TREE_ONE) at (c, d) &51cd d7 20 ; sprite &20 (SCENERY_RED_TREE_LEFT) at (7, d) &51cf d9 21 ; sprite &21 (SCENERY_RED_TREE_RIGHT) at (9, d) &51d1 e9 0a ; sprite &0a (SCENERY_BUSH_ONE_LEFT) at (9, e) &51d3 a8 06 ; sprite &06 (SCENERY_SMALL_ROCK) at (8, a) &51d5 ff ; room_type_10_data &51d6 74 d4 ; path &00 (PATH_NW_SE), direction 2, length 5 at (4, 7) &51d8 84 95 ; path &01 (PATH_SW_NE), direction 0, length 5 at (4, 8) &51da 88 8d ; path &01 (PATH_SW_NE), direction 0, length 3 at (8, 8) &51dc 92 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (2, 9) &51de 96 f9 ; path &01 (PATH_SW_NE), direction 3, length 6 at (6, 9) &51e0 85 d0 ; path &00 (PATH_NW_SE), direction 2, length 4 at (5, 8) &51e2 00 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (0, 0) &51e4 03 04 ; sprite &04 (SCENERY_TREE_ONE) at (3, 0) &51e6 05 1d ; sprite &1d (SCENERY_TREE_FIVE_LEFT) at (5, 0) &51e8 07 1e ; sprite &1e (SCENERY_TREE_FIVE_RIGHT) at (7, 0) &51ea 09 10 ; sprite &10 (SCENERY_TREE_FOUR) at (9, 0) &51ec 0b 09 ; sprite &09 (SCENERY_TREE_TWO) at (b, 0) &51ee 2d 14 ; sprite &14 (SCENERY_TWO_SMALL_ROCKS) at (d, 2) &51f0 17 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (7, 1) &51f2 19 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (9, 1) &51f4 48 05 ; sprite &05 (SCENERY_ROCK) at (8, 4) &51f6 70 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (0, 7) &51f8 f3 06 ; sprite &06 (SCENERY_SMALL_ROCK) at (3, f) &51fa e7 17 ; sprite &17 (SCENERY_RED_GRASS_ONE) at (7, e) &51fc e9 18 ; sprite &18 (SCENERY_RED_GRASS_TWO) at (9, e) &51fe cb 20 ; sprite &20 (SCENERY_RED_TREE_LEFT) at (b, c) &5200 cd 21 ; sprite &21 (SCENERY_RED_TREE_RIGHT) at (d, c) &5202 ba 08 ; sprite &08 (SCENERY_VERY_SMALL_ROCK) at (a, b) &5204 f6 0d ; sprite &0d (SCENERY_BUSH_THREE) at (6, f) &5206 ff ; room_type_11_data &5207 76 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (6, 7) &5209 78 8d ; path &01 (PATH_SW_NE), direction 0, length 3 at (8, 7) &520b 84 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (4, 8) &520d 86 f9 ; path &01 (PATH_SW_NE), direction 3, length 6 at (6, 8) &520f 05 2d ; sprite &2d (SCENERY_RED_STEPPING_STONE_ONE) at (5, 0) &5211 34 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (4, 3) &5213 05 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (5, 0) &5215 07 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (7, 0) &5217 63 06 ; sprite &06 (SCENERY_SMALL_ROCK) at (3, 6) &5219 25 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (5, 2) &521b 43 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (3, 4) &521d 18 05 ; sprite &05 (SCENERY_ROCK) at (8, 1) &521f e3 05 ; sprite &05 (SCENERY_ROCK) at (3, e) &5221 f2 05 ; sprite &05 (SCENERY_ROCK) at (2, f) &5223 d9 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (9, d) &5225 db 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (b, d) &5227 e6 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (6, e) &5229 e8 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (8, e) &522b eb 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (b, e) &522d ed 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (d, e) &522f 7c 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (c, 7) &5231 7e 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (e, 7) &5233 bd 05 ; sprite &05 (SCENERY_ROCK) at (d, b) &5235 03 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (3, 0) &5237 05 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (5, 0) &5239 06 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (6, 0) &523b 08 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (8, 0) &523d 19 05 ; sprite &05 (SCENERY_ROCK) at (9, 1) &523f 22 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (2, 2) &5241 24 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (4, 2) &5243 16 05 ; sprite &05 (SCENERY_ROCK) at (6, 1) &5245 25 05 ; sprite &05 (SCENERY_ROCK) at (5, 2) &5247 45 14 ; sprite &14 (SCENERY_TWO_SMALL_ROCKS) at (5, 4) &5249 31 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (1, 3) &524b 33 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (3, 3) &524d 50 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (0, 5) &524f 52 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (2, 5) &5251 54 05 ; sprite &05 (SCENERY_ROCK) at (4, 5) &5253 17 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (7, 1) &5255 19 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (9, 1) &5257 1a 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (a, 1) &5259 1c 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (c, 1) &525b 3a 05 ; sprite &05 (SCENERY_ROCK) at (a, 3) &525d 36 31 ; sprite &31 (SCENERY_DRAGON_LEFT) at (6, 3) &525f 38 32 ; sprite &32 (SCENERY_DRAGON_RIGHT) at (8, 3) &5261 ff ; room_type_12_data &5262 55 a4 ; path &00 (PATH_NW_SE), direction 1, length 1 at (5, 5) &5264 90 c8 ; path &00 (PATH_NW_SE), direction 2, length 2 at (0, 9) &5266 92 d0 ; path &00 (PATH_NW_SE), direction 2, length 4 at (2, 9) &5268 92 99 ; path &01 (PATH_SW_NE), direction 0, length 6 at (2, 9) &526a 94 95 ; path &01 (PATH_SW_NE), direction 0, length 5 at (4, 9) &526c a2 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (2, a) &526e a4 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (4, a) &5270 a6 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (6, a) &5272 a8 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (8, a) &5274 b0 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (0, b) &5276 b2 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (2, b) &5278 e0 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (0, e) &527a c4 09 ; sprite &09 (SCENERY_TREE_TWO) at (4, c) &527c e3 1b ; sprite &1b (SCENERY_WIDE_BOULDER_LEFT) at (3, e) &527e e5 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (5, e) &5280 c8 20 ; sprite &20 (SCENERY_RED_TREE_LEFT) at (8, c) &5282 ca 21 ; sprite &21 (SCENERY_RED_TREE_RIGHT) at (a, c) &5284 f7 05 ; sprite &05 (SCENERY_ROCK) at (7, f) &5286 ae 0a ; sprite &0a (SCENERY_BUSH_ONE_LEFT) at (e, a) &5288 bd 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (d, b) &528a cc 28 ; sprite &28 (SCENERY_TREE_SIX_TOP_LEFT) at (c, c) &528c ce 2a ; sprite &2a (SCENERY_TREE_SIX_TOP_RIGHT) at (e, c) &528e db 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (b, d) &5290 dd 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (d, d) &5292 15 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (5, 1) &5294 17 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (7, 1) &5296 00 0e ; sprite &0e (SCENERY_TREE_THREE) at (0, 0) &5298 02 09 ; sprite &09 (SCENERY_TREE_TWO) at (2, 0) &529a 11 25 ; sprite &25 (SCENERY_BUSH_FOUR) at (1, 1) &529c 30 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (0, 3) &529e 23 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (3, 2) &52a0 25 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (5, 2) &52a2 32 04 ; sprite &04 (SCENERY_TREE_ONE) at (2, 3) &52a4 45 04 ; sprite &04 (SCENERY_TREE_ONE) at (5, 4) &52a6 0d 04 ; sprite &04 (SCENERY_TREE_ONE) at (d, 0) &52a8 2d 05 ; sprite &05 (SCENERY_ROCK) at (d, 2) &52aa 0b 09 ; sprite &09 (SCENERY_TREE_TWO) at (b, 0) &52ac 1a 09 ; sprite &09 (SCENERY_TREE_TWO) at (a, 1) &52ae 38 1b ; sprite &1b (SCENERY_WIDE_BOULDER_LEFT) at (8, 3) &52b0 3a 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (a, 3) &52b2 ff ; room_type_13_data &52b3 b0 e9 ; path &01 (PATH_SW_NE), direction 3, length 2 at (0, b) &52b5 b4 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (4, b) &52b7 a2 99 ; path &01 (PATH_SW_NE), direction 0, length 6 at (2, a) &52b9 a6 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (6, a) &52bb b2 b2 ; path &02 (WATER_NW_SE), direction 1, length 4 at (2, b) &52bd b6 b2 ; path &02 (WATER_NW_SE), direction 1, length 4 at (6, b) &52bf a0 ca ; path &02 (WATER_NW_SE), direction 2, length 2 at (0, a) &52c1 a4 d6 ; path &02 (WATER_NW_SE), direction 2, length 5 at (4, a) &52c3 2a 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (a, 2) &52c5 f4 06 ; sprite &06 (SCENERY_SMALL_ROCK) at (4, f) &52c7 e6 18 ; sprite &18 (SCENERY_RED_GRASS_TWO) at (6, e) &52c9 d9 12 ; sprite &12 (SCENERY_POST_TOP) at (9, d) &52cb e8 17 ; sprite &17 (SCENERY_RED_GRASS_ONE) at (8, e) &52cd fa 07 ; sprite &07 (SCENERY_SMALL_GRASS) at (a, f) &52cf ad 0d ; sprite &0d (SCENERY_BUSH_THREE) at (d, a) &52d1 bc 12 ; sprite &12 (SCENERY_POST_TOP) at (c, b) &52d3 92 12 ; sprite &12 (SCENERY_POST_TOP) at (2, 9) &52d5 b4 13 ; sprite &13 (SCENERY_STEPPING_STONE) at (4, b) &52d7 c6 13 ; sprite &13 (SCENERY_STEPPING_STONE) at (6, c) &52d9 b8 13 ; sprite &13 (SCENERY_STEPPING_STONE) at (8, b) &52db 95 13 ; sprite &13 (SCENERY_STEPPING_STONE) at (5, 9) &52dd 10 21 ; sprite &21 (SCENERY_RED_TREE_RIGHT) at (0, 1) &52df 33 15 ; sprite &15 (SCENERY_HERON) at (3, 3) &52e1 52 07 ; sprite &07 (SCENERY_SMALL_GRASS) at (2, 5) &52e3 3d 14 ; sprite &14 (SCENERY_TWO_SMALL_ROCKS) at (d, 3) &52e5 1a 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (a, 1) &52e7 1c 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (c, 1) &52e9 28 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (8, 2) &52eb 49 05 ; sprite &05 (SCENERY_ROCK) at (9, 4) &52ed 58 05 ; sprite &05 (SCENERY_ROCK) at (8, 5) &52ef 05 28 ; sprite &28 (SCENERY_TREE_SIX_TOP_LEFT) at (5, 0) &52f1 07 2a ; sprite &2a (SCENERY_TREE_SIX_TOP_RIGHT) at (7, 0) &52f3 45 29 ; sprite &29 (SCENERY_TREE_SIX_BOTTOM_LEFT) at (5, 4) &52f5 47 2b ; sprite &2b (SCENERY_TREE_SIX_BOTTOM_RIGHT) at (7, 4) &52f7 75 12 ; sprite &12 (SCENERY_POST_TOP) at (5, 7) &52f9 ff ; room_type_14_data &52fa 74 e9 ; path &01 (PATH_SW_NE), direction 3, length 2 at (4, 7) &52fc a0 b4 ; path &00 (PATH_NW_SE), direction 1, length 5 at (0, a) &52fe 64 d6 ; path &02 (WATER_NW_SE), direction 2, length 5 at (4, 6) &5300 76 b2 ; path &02 (WATER_NW_SE), direction 1, length 4 at (6, 7) &5302 45 d2 ; path &02 (WATER_NW_SE), direction 2, length 4 at (5, 4) &5304 57 ae ; path &02 (WATER_NW_SE), direction 1, length 3 at (7, 5) &5306 02 ba ; path &02 (WATER_NW_SE), direction 1, length 6 at (2, 0) &5308 07 ae ; path &02 (WATER_NW_SE), direction 1, length 3 at (7, 0) &530a 0a aa ; path &02 (WATER_NW_SE), direction 1, length 2 at (a, 0) &530c 76 16 ; sprite &16 (SCENERY_DOTS) at (6, 7) &530e b0 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (0, b) &5310 b2 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (2, b) &5312 d3 10 ; sprite &10 (SCENERY_TREE_FOUR) at (3, d) &5314 f0 05 ; sprite &05 (SCENERY_ROCK) at (0, f) &5316 d4 09 ; sprite &09 (SCENERY_TREE_TWO) at (4, d) &5318 e5 20 ; sprite &20 (SCENERY_RED_TREE_LEFT) at (5, e) &531a e7 21 ; sprite &21 (SCENERY_RED_TREE_RIGHT) at (7, e) &531c f9 0d ; sprite &0d (SCENERY_BUSH_THREE) at (9, f) &531e 8a 12 ; sprite &12 (SCENERY_POST_TOP) at (a, 8) &5320 99 1b ; sprite &1b (SCENERY_WIDE_BOULDER_LEFT) at (9, 9) &5322 9b 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (b, 9) &5324 a8 0d ; sprite &0d (SCENERY_BUSH_THREE) at (8, a) &5326 bb 14 ; sprite &14 (SCENERY_TWO_SMALL_ROCKS) at (b, b) &5328 9d 09 ; sprite &09 (SCENERY_TREE_TWO) at (d, 9) &532a be 04 ; sprite &04 (SCENERY_TREE_ONE) at (e, b) &532c 20 25 ; sprite &25 (SCENERY_BUSH_FOUR) at (0, 2) &532e 41 10 ; sprite &10 (SCENERY_TREE_FOUR) at (1, 4) &5330 51 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (1, 5) &5332 54 12 ; sprite &12 (SCENERY_POST_TOP) at (4, 5) &5334 53 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (3, 5) &5336 73 07 ; sprite &07 (SCENERY_SMALL_GRASS) at (3, 7) &5338 61 04 ; sprite &04 (SCENERY_TREE_ONE) at (1, 6) &533a 50 09 ; sprite &09 (SCENERY_TREE_TWO) at (0, 5) &533c 97 07 ; sprite &07 (SCENERY_SMALL_GRASS) at (7, 9) &533e 77 2d ; sprite &2d (SCENERY_RED_STEPPING_STONE_ONE) at (7, 7) &5340 57 2e ; sprite &2e (SCENERY_RED_STEPPING_STONE_TWO) at (7, 5) &5342 5a 2d ; sprite &2d (SCENERY_RED_STEPPING_STONE_ONE) at (a, 5) &5344 3d 2e ; sprite &2e (SCENERY_RED_STEPPING_STONE_TWO) at (d, 3) &5346 0d 2d ; sprite &2d (SCENERY_RED_STEPPING_STONE_ONE) at (d, 0) &5348 29 2d ; sprite &2d (SCENERY_RED_STEPPING_STONE_ONE) at (9, 2) &534a ff ; room_type_15_data &534b c0 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (0, c) &534d a8 ac ; path &00 (PATH_NW_SE), direction 1, length 3 at (8, a) &534f 9a a8 ; path &00 (PATH_NW_SE), direction 1, length 2 at (a, 9) &5351 d0 ea ; path &02 (WATER_NW_SE), direction 3, length 2 at (0, d) &5353 f2 ce ; path &02 (WATER_NW_SE), direction 2, length 3 at (2, f) &5355 f6 da ; path &02 (WATER_NW_SE), direction 2, length 6 at (6, f) &5357 31 10 ; sprite &10 (SCENERY_TREE_FOUR) at (1, 3) &5359 50 10 ; sprite &10 (SCENERY_TREE_FOUR) at (0, 5) &535b 61 09 ; sprite &09 (SCENERY_TREE_TWO) at (1, 6) &535d 92 0d ; sprite &0d (SCENERY_BUSH_THREE) at (2, 9) &535f 83 04 ; sprite &04 (SCENERY_TREE_ONE) at (3, 8) &5361 13 28 ; sprite &28 (SCENERY_TREE_SIX_TOP_LEFT) at (3, 1) &5363 53 29 ; sprite &29 (SCENERY_TREE_SIX_BOTTOM_LEFT) at (3, 5) &5365 5c 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (c, 5) &5367 5e 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (e, 5) &5369 8e 05 ; sprite &05 (SCENERY_ROCK) at (e, 8) &536b 6a 05 ; sprite &05 (SCENERY_ROCK) at (a, 6) &536d 5a 14 ; sprite &14 (SCENERY_TWO_SMALL_ROCKS) at (a, 5) &536f 39 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (9, 3) &5371 3b 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (b, 3) &5373 46 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (6, 4) &5375 48 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (8, 4) &5377 15 2a ; sprite &2a (SCENERY_TREE_SIX_TOP_RIGHT) at (5, 1) &5379 55 2b ; sprite &2b (SCENERY_TREE_SIX_BOTTOM_RIGHT) at (5, 5) &537b c8 1b ; sprite &1b (SCENERY_WIDE_BOULDER_LEFT) at (8, c) &537d ca 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (a, c) &537f db 04 ; sprite &04 (SCENERY_TREE_ONE) at (b, d) &5381 dd 07 ; sprite &07 (SCENERY_SMALL_GRASS) at (d, d) &5383 ec 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (c, e) &5385 ee 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (e, e) &5387 f9 2d ; sprite &2d (SCENERY_RED_STEPPING_STONE_ONE) at (9, f) &5389 b5 16 ; sprite &16 (SCENERY_DOTS) at (5, b) &538b d1 2d ; sprite &2d (SCENERY_RED_STEPPING_STONE_ONE) at (1, d) &538d e0 2e ; sprite &2e (SCENERY_RED_STEPPING_STONE_TWO) at (0, e) &538f f0 2d ; sprite &2d (SCENERY_RED_STEPPING_STONE_ONE) at (0, f) &5391 f1 2e ; sprite &2e (SCENERY_RED_STEPPING_STONE_TWO) at (1, f) &5393 f4 2e ; sprite &2e (SCENERY_RED_STEPPING_STONE_TWO) at (4, f) &5395 e5 2d ; sprite &2d (SCENERY_RED_STEPPING_STONE_ONE) at (5, e) &5397 c4 2e ; sprite &2e (SCENERY_RED_STEPPING_STONE_TWO) at (4, c) &5399 ff ; room_type_16_data # Unused &539a 7f # &539b - &5599 is a copy of &519b - &5399 ; unused # Unused, partial copy of room_type_0f_data &539b 72 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (2, 7) &539d 74 f5 ; path &01 (PATH_SW_NE), direction 3, length 5 at (4, 7) &539f 01 10 ; sprite &10 (SCENERY_TREE_FOUR) at (1, 0) &53a1 62 0d ; sprite &0d (SCENERY_BUSH_THREE) at (2, 6) &53a3 40 09 ; sprite &09 (SCENERY_TREE_TWO) at (0, 4) &53a5 22 20 ; sprite &20 (SCENERY_RED_TREE_LEFT) at (2, 2) &53a7 24 21 ; sprite &21 (SCENERY_RED_TREE_RIGHT) at (4, 2) &53a9 36 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (6, 3) &53ab 38 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (8, 3) &53ad 54 1b ; sprite &1b (SCENERY_WIDE_BOULDER_LEFT) at (4, 5) &53af 56 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (6, 5) &53b1 16 08 ; sprite &08 (SCENERY_VERY_SMALL_ROCK) at (6, 1) &53b3 09 06 ; sprite &06 (SCENERY_SMALL_ROCK) at (9, 0) &53b5 49 04 ; sprite &04 (SCENERY_TREE_ONE) at (9, 4) &53b7 5a 05 ; sprite &05 (SCENERY_ROCK) at (a, 5) &53b9 1b 09 ; sprite &09 (SCENERY_TREE_TWO) at (b, 1) &53bb 0d 28 ; sprite &28 (SCENERY_TREE_SIX_TOP_LEFT) at (d, 0) &53bd 4d 29 ; sprite &29 (SCENERY_TREE_SIX_BOTTOM_LEFT) at (d, 4) &53bf f0 0d ; sprite &0d (SCENERY_BUSH_THREE) at (0, f) &53c1 e1 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (1, e) &53c3 c4 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (4, c) &53c5 c6 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (6, c) &53c7 e3 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (3, e) &53c9 ca 09 ; sprite &09 (SCENERY_TREE_TWO) at (a, c) &53cb dc 04 ; sprite &04 (SCENERY_TREE_ONE) at (c, d) &53cd d7 20 ; sprite &20 (SCENERY_RED_TREE_LEFT) at (7, d) &53cf d9 21 ; sprite &21 (SCENERY_RED_TREE_RIGHT) at (9, d) &53d1 e9 0a ; sprite &0a (SCENERY_BUSH_ONE_LEFT) at (9, e) &53d3 a8 06 ; sprite &06 (SCENERY_SMALL_ROCK) at (8, a) &53d5 ff ; unused # Unused, copy of room_type_10_data &53d6 74 d4 ; path &00 (PATH_NW_SE), direction 2, length 5 at (4, 7) &53d8 84 95 ; path &01 (PATH_SW_NE), direction 0, length 5 at (4, 8) &53da 88 8d ; path &01 (PATH_SW_NE), direction 0, length 3 at (8, 8) &53dc 92 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (2, 9) &53de 96 f9 ; path &01 (PATH_SW_NE), direction 3, length 6 at (6, 9) &53e0 85 d0 ; path &00 (PATH_NW_SE), direction 2, length 4 at (5, 8) &53e2 00 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (0, 0) &53e4 03 04 ; sprite &04 (SCENERY_TREE_ONE) at (3, 0) &53e6 05 1d ; sprite &1d (SCENERY_TREE_FIVE_LEFT) at (5, 0) &53e8 07 1e ; sprite &1e (SCENERY_TREE_FIVE_RIGHT) at (7, 0) &53ea 09 10 ; sprite &10 (SCENERY_TREE_FOUR) at (9, 0) &53ec 0b 09 ; sprite &09 (SCENERY_TREE_TWO) at (b, 0) &53ee 2d 14 ; sprite &14 (SCENERY_TWO_SMALL_ROCKS) at (d, 2) &53f0 17 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (7, 1) &53f2 19 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (9, 1) &53f4 48 05 ; sprite &05 (SCENERY_ROCK) at (8, 4) &53f6 70 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (0, 7) &53f8 f3 06 ; sprite &06 (SCENERY_SMALL_ROCK) at (3, f) &53fa e7 17 ; sprite &17 (SCENERY_RED_GRASS_ONE) at (7, e) &53fc e9 18 ; sprite &18 (SCENERY_RED_GRASS_TWO) at (9, e) &53fe cb 20 ; sprite &20 (SCENERY_RED_TREE_LEFT) at (b, c) &5400 cd 21 ; sprite &21 (SCENERY_RED_TREE_RIGHT) at (d, c) &5402 ba 08 ; sprite &08 (SCENERY_VERY_SMALL_ROCK) at (a, b) &5404 f6 0d ; sprite &0d (SCENERY_BUSH_THREE) at (6, f) &5406 ff ; unused # Unused, copy of room_type_11_data &5407 76 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (6, 7) &5409 78 8d ; path &01 (PATH_SW_NE), direction 0, length 3 at (8, 7) &540b 84 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (4, 8) &540d 86 f9 ; path &01 (PATH_SW_NE), direction 3, length 6 at (6, 8) &540f 05 2d ; sprite &2d (SCENERY_RED_STEPPING_STONE_ONE) at (5, 0) &5411 34 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (4, 3) &5413 05 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (5, 0) &5415 07 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (7, 0) &5417 63 06 ; sprite &06 (SCENERY_SMALL_ROCK) at (3, 6) &5419 25 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (5, 2) &541b 43 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (3, 4) &541d 18 05 ; sprite &05 (SCENERY_ROCK) at (8, 1) &541f e3 05 ; sprite &05 (SCENERY_ROCK) at (3, e) &5421 f2 05 ; sprite &05 (SCENERY_ROCK) at (2, f) &5423 d9 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (9, d) &5425 db 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (b, d) &5427 e6 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (6, e) &5429 e8 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (8, e) &542b eb 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (b, e) &542d ed 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (d, e) &542f 7c 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (c, 7) &5431 7e 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (e, 7) &5433 bd 05 ; sprite &05 (SCENERY_ROCK) at (d, b) &5435 03 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (3, 0) &5437 05 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (5, 0) &5439 06 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (6, 0) &543b 08 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (8, 0) &543d 19 05 ; sprite &05 (SCENERY_ROCK) at (9, 1) &543f 22 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (2, 2) &5441 24 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (4, 2) &5443 16 05 ; sprite &05 (SCENERY_ROCK) at (6, 1) &5445 25 05 ; sprite &05 (SCENERY_ROCK) at (5, 2) &5447 45 14 ; sprite &14 (SCENERY_TWO_SMALL_ROCKS) at (5, 4) &5449 31 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (1, 3) &544b 33 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (3, 3) &544d 50 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (0, 5) &544f 52 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (2, 5) &5451 54 05 ; sprite &05 (SCENERY_ROCK) at (4, 5) &5453 17 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (7, 1) &5455 19 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (9, 1) &5457 1a 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (a, 1) &5459 1c 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (c, 1) &545b 3a 05 ; sprite &05 (SCENERY_ROCK) at (a, 3) &545d 36 31 ; sprite &31 (SCENERY_DRAGON_LEFT) at (6, 3) &545f 38 32 ; sprite &32 (SCENERY_DRAGON_RIGHT) at (8, 3) &5461 ff ; unused # Unused, copy of room_type_12_data &5462 55 a4 ; path &00 (PATH_NW_SE), direction 1, length 1 at (5, 5) &5464 90 c8 ; path &00 (PATH_NW_SE), direction 2, length 2 at (0, 9) &5466 92 d0 ; path &00 (PATH_NW_SE), direction 2, length 4 at (2, 9) &5468 92 99 ; path &01 (PATH_SW_NE), direction 0, length 6 at (2, 9) &546a 94 95 ; path &01 (PATH_SW_NE), direction 0, length 5 at (4, 9) &546c a2 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (2, a) &546e a4 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (4, a) &5470 a6 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (6, a) &5472 a8 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (8, a) &5474 b0 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (0, b) &5476 b2 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (2, b) &5478 e0 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (0, e) &547a c4 09 ; sprite &09 (SCENERY_TREE_TWO) at (4, c) &547c e3 1b ; sprite &1b (SCENERY_WIDE_BOULDER_LEFT) at (3, e) &547e e5 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (5, e) &5480 c8 20 ; sprite &20 (SCENERY_RED_TREE_LEFT) at (8, c) &5482 ca 21 ; sprite &21 (SCENERY_RED_TREE_RIGHT) at (a, c) &5484 f7 05 ; sprite &05 (SCENERY_ROCK) at (7, f) &5486 ae 0a ; sprite &0a (SCENERY_BUSH_ONE_LEFT) at (e, a) &5488 bd 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (d, b) &548a cc 28 ; sprite &28 (SCENERY_TREE_SIX_TOP_LEFT) at (c, c) &548c ce 2a ; sprite &2a (SCENERY_TREE_SIX_TOP_RIGHT) at (e, c) &548e db 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (b, d) &5490 dd 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (d, d) &5492 15 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (5, 1) &5494 17 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (7, 1) &5496 00 0e ; sprite &0e (SCENERY_TREE_THREE) at (0, 0) &5498 02 09 ; sprite &09 (SCENERY_TREE_TWO) at (2, 0) &549a 11 25 ; sprite &25 (SCENERY_BUSH_FOUR) at (1, 1) &549c 30 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (0, 3) &549e 23 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (3, 2) &54a0 25 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (5, 2) &54a2 32 04 ; sprite &04 (SCENERY_TREE_ONE) at (2, 3) &54a4 45 04 ; sprite &04 (SCENERY_TREE_ONE) at (5, 4) &54a6 0d 04 ; sprite &04 (SCENERY_TREE_ONE) at (d, 0) &54a8 2d 05 ; sprite &05 (SCENERY_ROCK) at (d, 2) &54aa 0b 09 ; sprite &09 (SCENERY_TREE_TWO) at (b, 0) &54ac 1a 09 ; sprite &09 (SCENERY_TREE_TWO) at (a, 1) &54ae 38 1b ; sprite &1b (SCENERY_WIDE_BOULDER_LEFT) at (8, 3) &54b0 3a 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (a, 3) &54b2 ff ; unused # Unused, copy of room_type_13_data &54b3 b0 e9 ; path &01 (PATH_SW_NE), direction 3, length 2 at (0, b) &54b5 b4 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (4, b) &54b7 a2 99 ; path &01 (PATH_SW_NE), direction 0, length 6 at (2, a) &54b9 a6 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (6, a) &54bb b2 b2 ; path &02 (WATER_NW_SE), direction 1, length 4 at (2, b) &54bd b6 b2 ; path &02 (WATER_NW_SE), direction 1, length 4 at (6, b) &54bf a0 ca ; path &02 (WATER_NW_SE), direction 2, length 2 at (0, a) &54c1 a4 d6 ; path &02 (WATER_NW_SE), direction 2, length 5 at (4, a) &54c3 2a 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (a, 2) &54c5 f4 06 ; sprite &06 (SCENERY_SMALL_ROCK) at (4, f) &54c7 e6 18 ; sprite &18 (SCENERY_RED_GRASS_TWO) at (6, e) &54c9 d9 12 ; sprite &12 (SCENERY_POST_TOP) at (9, d) &54cb e8 17 ; sprite &17 (SCENERY_RED_GRASS_ONE) at (8, e) &54cd fa 07 ; sprite &07 (SCENERY_SMALL_GRASS) at (a, f) &54cf ad 0d ; sprite &0d (SCENERY_BUSH_THREE) at (d, a) &54d1 bc 12 ; sprite &12 (SCENERY_POST_TOP) at (c, b) &54d3 92 12 ; sprite &12 (SCENERY_POST_TOP) at (2, 9) &54d5 b4 13 ; sprite &13 (SCENERY_STEPPING_STONE) at (4, b) &54d7 c6 13 ; sprite &13 (SCENERY_STEPPING_STONE) at (6, c) &54d9 b8 13 ; sprite &13 (SCENERY_STEPPING_STONE) at (8, b) &54db 95 13 ; sprite &13 (SCENERY_STEPPING_STONE) at (5, 9) &54dd 10 21 ; sprite &21 (SCENERY_RED_TREE_RIGHT) at (0, 1) &54df 33 15 ; sprite &15 (SCENERY_HERON) at (3, 3) &54e1 52 07 ; sprite &07 (SCENERY_SMALL_GRASS) at (2, 5) &54e3 3d 14 ; sprite &14 (SCENERY_TWO_SMALL_ROCKS) at (d, 3) &54e5 1a 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (a, 1) &54e7 1c 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (c, 1) &54e9 28 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (8, 2) &54eb 49 05 ; sprite &05 (SCENERY_ROCK) at (9, 4) &54ed 58 05 ; sprite &05 (SCENERY_ROCK) at (8, 5) &54ef 05 28 ; sprite &28 (SCENERY_TREE_SIX_TOP_LEFT) at (5, 0) &54f1 07 2a ; sprite &2a (SCENERY_TREE_SIX_TOP_RIGHT) at (7, 0) &54f3 45 29 ; sprite &29 (SCENERY_TREE_SIX_BOTTOM_LEFT) at (5, 4) &54f5 47 2b ; sprite &2b (SCENERY_TREE_SIX_BOTTOM_RIGHT) at (7, 4) &54f7 75 12 ; sprite &12 (SCENERY_POST_TOP) at (5, 7) &54f9 ff ; unused # Unused, copy of room_type_14_data &54fa 74 e9 ; path &01 (PATH_SW_NE), direction 3, length 2 at (4, 7) &54fc a0 b4 ; path &00 (PATH_NW_SE), direction 1, length 5 at (0, a) &54fe 64 d6 ; path &02 (WATER_NW_SE), direction 2, length 5 at (4, 6) &5500 76 b2 ; path &02 (WATER_NW_SE), direction 1, length 4 at (6, 7) &5502 45 d2 ; path &02 (WATER_NW_SE), direction 2, length 4 at (5, 4) &5504 57 ae ; path &02 (WATER_NW_SE), direction 1, length 3 at (7, 5) &5506 02 ba ; path &02 (WATER_NW_SE), direction 1, length 6 at (2, 0) &5508 07 ae ; path &02 (WATER_NW_SE), direction 1, length 3 at (7, 0) &550a 0a aa ; path &02 (WATER_NW_SE), direction 1, length 2 at (a, 0) &550c 76 16 ; sprite &16 (SCENERY_DOTS) at (6, 7) &550e b0 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (0, b) &5510 b2 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (2, b) &5512 d3 10 ; sprite &10 (SCENERY_TREE_FOUR) at (3, d) &5514 f0 05 ; sprite &05 (SCENERY_ROCK) at (0, f) &5516 d4 09 ; sprite &09 (SCENERY_TREE_TWO) at (4, d) &5518 e5 20 ; sprite &20 (SCENERY_RED_TREE_LEFT) at (5, e) &551a e7 21 ; sprite &21 (SCENERY_RED_TREE_RIGHT) at (7, e) &551c f9 0d ; sprite &0d (SCENERY_BUSH_THREE) at (9, f) &551e 8a 12 ; sprite &12 (SCENERY_POST_TOP) at (a, 8) &5520 99 1b ; sprite &1b (SCENERY_WIDE_BOULDER_LEFT) at (9, 9) &5522 9b 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (b, 9) &5524 a8 0d ; sprite &0d (SCENERY_BUSH_THREE) at (8, a) &5526 bb 14 ; sprite &14 (SCENERY_TWO_SMALL_ROCKS) at (b, b) &5528 9d 09 ; sprite &09 (SCENERY_TREE_TWO) at (d, 9) &552a be 04 ; sprite &04 (SCENERY_TREE_ONE) at (e, b) &552c 20 25 ; sprite &25 (SCENERY_BUSH_FOUR) at (0, 2) &552e 41 10 ; sprite &10 (SCENERY_TREE_FOUR) at (1, 4) &5530 51 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (1, 5) &5532 54 12 ; sprite &12 (SCENERY_POST_TOP) at (4, 5) &5534 53 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (3, 5) &5536 73 07 ; sprite &07 (SCENERY_SMALL_GRASS) at (3, 7) &5538 61 04 ; sprite &04 (SCENERY_TREE_ONE) at (1, 6) &553a 50 09 ; sprite &09 (SCENERY_TREE_TWO) at (0, 5) &553c 97 07 ; sprite &07 (SCENERY_SMALL_GRASS) at (7, 9) &553e 77 2d ; sprite &2d (SCENERY_RED_STEPPING_STONE_ONE) at (7, 7) &5540 57 2e ; sprite &2e (SCENERY_RED_STEPPING_STONE_TWO) at (7, 5) &5542 5a 2d ; sprite &2d (SCENERY_RED_STEPPING_STONE_ONE) at (a, 5) &5544 3d 2e ; sprite &2e (SCENERY_RED_STEPPING_STONE_TWO) at (d, 3) &5546 0d 2d ; sprite &2d (SCENERY_RED_STEPPING_STONE_ONE) at (d, 0) &5548 29 2d ; sprite &2d (SCENERY_RED_STEPPING_STONE_ONE) at (9, 2) &554a ff ; unused # Unused, copy of room_type_15_data &554b c0 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (0, c) &554d a8 ac ; path &00 (PATH_NW_SE), direction 1, length 3 at (8, a) &554f 9a a8 ; path &00 (PATH_NW_SE), direction 1, length 2 at (a, 9) &5551 d0 ea ; path &02 (WATER_NW_SE), direction 3, length 2 at (0, d) &5553 f2 ce ; path &02 (WATER_NW_SE), direction 2, length 3 at (2, f) &5555 f6 da ; path &02 (WATER_NW_SE), direction 2, length 6 at (6, f) &5557 31 10 ; sprite &10 (SCENERY_TREE_FOUR) at (1, 3) &5559 50 10 ; sprite &10 (SCENERY_TREE_FOUR) at (0, 5) &555b 61 09 ; sprite &09 (SCENERY_TREE_TWO) at (1, 6) &555d 92 0d ; sprite &0d (SCENERY_BUSH_THREE) at (2, 9) &555f 83 04 ; sprite &04 (SCENERY_TREE_ONE) at (3, 8) &5561 13 28 ; sprite &28 (SCENERY_TREE_SIX_TOP_LEFT) at (3, 1) &5563 53 29 ; sprite &29 (SCENERY_TREE_SIX_BOTTOM_LEFT) at (3, 5) &5565 5c 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (c, 5) &5567 5e 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (e, 5) &5569 8e 05 ; sprite &05 (SCENERY_ROCK) at (e, 8) &556b 6a 05 ; sprite &05 (SCENERY_ROCK) at (a, 6) &556d 5a 14 ; sprite &14 (SCENERY_TWO_SMALL_ROCKS) at (a, 5) &556f 39 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (9, 3) &5571 3b 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (b, 3) &5573 46 02 ; sprite &02 (SCENERY_BOULDER_TWO_LEFT) at (6, 4) &5575 48 03 ; sprite &03 (SCENERY_BOULDER_TWO_RIGHT) at (8, 4) &5577 15 2a ; sprite &2a (SCENERY_TREE_SIX_TOP_RIGHT) at (5, 1) &5579 55 2b ; sprite &2b (SCENERY_TREE_SIX_BOTTOM_RIGHT) at (5, 5) &557b c8 1b ; sprite &1b (SCENERY_WIDE_BOULDER_LEFT) at (8, c) &557d ca 1c ; sprite &1c (SCENERY_WIDE_BOULDER_RIGHT) at (a, c) &557f db 04 ; sprite &04 (SCENERY_TREE_ONE) at (b, d) &5581 dd 07 ; sprite &07 (SCENERY_SMALL_GRASS) at (d, d) &5583 ec 0b ; sprite &0b (SCENERY_BUSH_TWO_LEFT) at (c, e) &5585 ee 0c ; sprite &0c (SCENERY_BUSH_TWO_RIGHT) at (e, e) &5587 f9 2d ; sprite &2d (SCENERY_RED_STEPPING_STONE_ONE) at (9, f) &5589 b5 16 ; sprite &16 (SCENERY_DOTS) at (5, b) &558b d1 2d ; sprite &2d (SCENERY_RED_STEPPING_STONE_ONE) at (1, d) &558d e0 2e ; sprite &2e (SCENERY_RED_STEPPING_STONE_TWO) at (0, e) &558f f0 2d ; sprite &2d (SCENERY_RED_STEPPING_STONE_ONE) at (0, f) &5591 f1 2e ; sprite &2e (SCENERY_RED_STEPPING_STONE_TWO) at (1, f) &5593 f4 2e ; sprite &2e (SCENERY_RED_STEPPING_STONE_TWO) at (4, f) &5595 e5 2d ; sprite &2d (SCENERY_RED_STEPPING_STONE_ONE) at (5, e) &5597 c4 2e ; sprite &2e (SCENERY_RED_STEPPING_STONE_TWO) at (4, c) &5599 ff ; unused &559a 7f ff 7f ff 7f 00 00 ; scenery_sprite_parts ; scenery_sprite_part_00 &55a0 00 00 00 00 00 00 00 00 00 00 00 00 00 11 11 33 &55b0 00 11 77 77 fe fe fe fc ad cb e1 e1 e1 d2 e1 5a ; scenery_sprite_part_01 &55c0 00 00 00 00 00 00 11 11 33 76 fc fc fc fd fe fe &55d0 f0 f0 f8 f0 e1 d2 a5 d2 a5 5a 2d 5a a5 5a a5 4b ; scenery_sprite_part_02 &55e0 11 11 11 11 11 11 11 11 fe fc f0 f1 cf de c7 ed &55f0 e1 e1 d2 69 5a e1 c3 f0 87 2d 4b a5 5a 87 87 1e ; scenery_sprite_part_03 &5600 11 11 11 00 00 00 00 00 cf f8 f8 70 30 00 00 00 &5610 e1 d2 0f 5a 96 87 43 00 2d 0f 0f 87 0f 0f 05 02 ; scenery_sprite_part_04 &5620 00 08 80 0c 86 4a 87 0f 00 00 00 00 00 00 00 00 &5630 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_05 &5640 87 0f 87 4b 87 69 4b 0f 08 08 08 0c 0c 0c 0c 0e &5650 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_06 &5660 0f 0f 0f 0f 0f 0f 0f 0f 0e 0e 0f 0e 0f 0e 0f 0e &5670 00 00 00 0a 05 1b 15 1a 00 00 00 00 80 86 c3 86 ; scenery_sprite_part_07 &5680 0f 0f 0f 0f 0f 0a 05 0a 0f 0e 0f 0e 05 0a 05 0a &5690 05 0a 05 0a 05 0a 05 0a 05 0a 05 0a 05 0a 04 00 ; scenery_sprite_part_08 &56a0 00 00 00 00 00 00 00 00 00 00 00 00 11 33 76 75 &56b0 32 74 fc f8 e9 f0 ed da d6 ef b7 6f f5 7c fc fc ; scenery_sprite_part_09 &56c0 00 00 00 00 00 00 11 32 fd fc e9 f8 e9 da e1 c3 &56d0 f9 d3 a5 5a a5 5b 3f 7f e9 69 f5 f8 e9 f8 e1 f0 ; scenery_sprite_part_0a &56e0 76 74 75 77 fe fc f8 f8 e3 f1 a5 c3 a5 87 4b 87 &56f0 7f f6 f4 f4 78 3c 7a 3c f8 f8 f0 f0 e1 f2 f0 f0 ; scenery_sprite_part_0b &5700 74 76 30 12 01 00 00 00 4b 87 69 87 0d 0a 01 00 &5710 3c 5a 7c 5a 05 0f 05 02 a5 d2 a5 d2 a5 4b 05 0a ; scenery_sprite_part_0c &5720 00 e4 cb 69 3d b6 5a 87 00 00 00 00 08 c0 86 c3 &5730 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_0d &5740 5a 1f 7a 3e 3c 1e 96 4b 8f cf 4b a5 96 78 a5 5a &5750 00 08 08 08 08 84 84 84 00 00 00 00 00 00 00 00 ; scenery_sprite_part_0e &5760 87 c3 a5 d2 a5 4b a5 4b 2d 5a 2d 1e 2d 1e 0f 1e &5770 86 86 87 87 87 87 87 86 00 00 00 08 04 0a 04 0a ; scenery_sprite_part_0f &5780 87 4b 87 69 87 0e 05 0a 2d 1e 2d 5a 0f 0b 05 0a &5790 87 0e 0d 0e 0d 0a 05 0a 05 0a 04 0a 05 0a 04 00 ; scenery_sprite_part_10 &57a0 00 00 00 00 00 00 11 01 00 01 13 27 0a 9d 6e 15 &57b0 00 88 04 0c 0a 06 8d 47 00 00 00 00 00 00 00 00 ; scenery_sprite_part_11 &57c0 11 01 13 01 00 00 00 00 2a 55 0a 9d 0c 07 03 21 &57d0 8e 07 4e 04 0e 0c 08 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_12 &57e0 00 00 00 00 00 00 00 00 12 21 12 21 12 25 12 01 &57f0 00 00 00 00 08 04 0a 04 00 00 00 00 03 53 2e 31 ; scenery_sprite_part_13 &5800 00 00 00 00 00 00 11 11 11 33 76 76 f8 e9 fc e1 &5810 88 8c 4a 87 4b 87 0f 0f 00 00 00 00 00 08 08 08 ; scenery_sprite_part_14 &5820 11 11 11 11 00 00 00 00 f8 e1 f8 e9 f8 47 01 00 &5830 0f 87 0f 87 0f 0e 05 0a 0c 0a 0d 0a 05 0a 04 00 ; scenery_sprite_part_15 &5840 00 00 00 00 00 00 00 00 21 65 cf ad cb 65 03 00 &5850 00 08 0c 0e 0d 0e 08 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_16 &5860 00 11 00 00 00 00 00 00 22 66 aa aa ff 66 45 46 &5870 00 00 88 88 00 00 04 08 00 00 00 00 00 00 00 00 ; scenery_sprite_part_17 &5880 00 00 00 00 00 00 00 00 00 00 00 10 30 21 00 00 &5890 00 00 80 08 0e 0c 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_18 &58a0 00 00 01 02 23 11 02 15 02 27 8a 27 46 89 0b 01 &58b0 00 88 4c 8a 04 23 0b 05 00 00 00 00 00 00 00 08 ; scenery_sprite_part_19 &58c0 45 04 2b 46 8a 26 01 0a 04 06 8d 0a 05 02 05 18 &58d0 03 1a 04 83 05 0b 10 0b 04 08 08 0c 84 48 0c 04 ; scenery_sprite_part_1a &58e0 44 05 02 45 26 23 02 00 02 00 05 02 49 06 0d 4b &58f0 85 0e 0b 2d 83 2d a5 0f 84 0e 24 48 0c 06 0c 0c ; scenery_sprite_part_1b &5900 01 01 00 00 00 00 00 00 25 0f 12 34 12 30 21 01 &5910 0f 0a 87 48 80 0a 85 0a 00 08 00 00 00 00 00 0a ; scenery_sprite_part_1c &5920 00 00 00 00 00 01 00 01 00 01 11 27 13 27 2a 8a &5930 13 af 6e 99 8e 45 04 5f 4d 9b 26 10 2b 13 6c 01 ; scenery_sprite_part_1d &5940 03 11 01 13 00 00 00 00 05 5f a6 0a ad 1b 05 00 &5950 14 0a 07 0d 46 0d 0a 25 15 0a 8d 06 2b 87 1a 0d ; scenery_sprite_part_1e &5960 00 00 00 11 00 13 33 02 00 01 6e df 08 27 19 8a &5970 cd 46 88 23 04 aa 45 04 bf cd 11 8a 2a 08 27 8e ; scenery_sprite_part_1f &5980 45 37 67 46 27 13 01 00 99 0a 27 0d 06 0d 0f 0b &5990 0a 45 05 0b 0d 0a 0f 0f 09 0d 02 2b 8e 0f 0d 0f ; scenery_sprite_part_20 &59a0 08 45 15 02 8d 0a 0f 0b 00 00 04 4e 0e 0d 07 0d &59b0 00 00 00 00 00 00 08 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_21 &59c0 05 0f 0b 07 0d 0e 0f 0f 0f 07 0f 0d 0f 0f 0f 0f &59d0 08 1c 1a 1c 0b 05 0a 04 80 c0 84 0e 85 0a 00 00 ; scenery_sprite_part_22 &59e0 00 00 11 00 11 23 00 00 22 dd ae df ae cd 4d 03 &59f0 ae 67 4f 05 0b 8f 0b 0f 00 00 00 08 08 08 04 0a ; scenery_sprite_part_23 &5a00 80 61 f0 d0 90 92 14 10 08 04 4c 26 0a 04 44 88 &5a10 00 00 04 88 4c 8a c4 91 00 00 00 00 00 00 8c 44 ; scenery_sprite_part_24 &5a20 30 30 10 10 00 00 00 00 90 24 f1 e1 34 20 30 02 &5a30 c4 d1 01 26 55 20 d1 85 84 c4 04 88 44 8c 44 88 ; scenery_sprite_part_25 &5a40 00 80 80 08 80 48 84 4a 00 00 00 00 00 00 00 00 &5a50 d1 70 22 00 00 00 00 00 08 00 00 00 00 00 00 00 ; scenery_sprite_part_26 &5a60 a1 1a 85 0a 85 4a a5 0e 04 0a 05 0a 05 0a 05 0a &5a70 00 00 04 08 04 0a 04 08 00 00 00 00 00 00 00 00 ; scenery_sprite_part_27 &5a80 33 00 55 aa 77 aa 66 11 99 ee 55 aa 55 aa dd 22 &5a90 33 aa 55 aa 11 aa 55 aa 22 44 aa ff 99 ee 00 44 ; scenery_sprite_part_28 &5aa0 00 22 55 23 57 32 00 13 13 21 31 b8 10 d4 e0 71 &5ab0 00 ab 11 62 50 71 40 60 00 00 2a 89 22 55 28 51 ; scenery_sprite_part_29 &5ac0 22 11 00 00 51 20 bc 55 aa 35 a2 e0 20 b8 30 30 &5ad0 20 74 38 64 20 20 20 31 a2 44 04 23 55 ab 57 b2 ; scenery_sprite_part_2a &5ae0 ba 34 ab 57 22 00 00 00 b8 b0 f0 30 10 10 10 10 &5af0 60 70 52 e2 84 80 08 80 e1 d1 6a 44 00 00 00 00 ; scenery_sprite_part_2b &5b00 00 00 00 00 00 00 00 00 10 10 10 10 10 10 30 00 &5b10 08 80 08 80 0d c2 85 82 00 00 00 00 00 0a 04 00 ; scenery_sprite_part_2c &5b20 3f 3f 3f 1f 2f 3f 3f 3f 9a 9a 9a 9e 1a 9a 9a 9a &5b30 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 ; scenery_sprite_part_2d &5b40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 45 &5b50 00 00 00 00 00 22 89 44 00 00 01 22 ad 22 04 09 ; scenery_sprite_part_2e &5b60 00 00 00 00 00 00 00 00 03 34 34 43 61 70 61 70 &5b70 00 08 08 08 08 08 08 08 00 00 00 00 00 00 00 00 ; scenery_sprite_part_2f &5b80 00 00 00 00 00 00 00 00 61 70 61 70 61 70 61 30 &5b90 08 08 08 08 08 0c 0a 05 00 00 00 00 00 00 08 00 ; scenery_sprite_part_30 &5ba0 55 99 aa 01 8b 47 ab 77 ff 07 0f 8f 0f 0f 0f 44 &5bb0 ff 1d 0f 0f 0f 0f 0f dd 33 dd cc 4c 5d 2a ff 99 ; scenery_sprite_part_31 &5bc0 00 11 32 30 32 30 10 00 00 84 0e 0e 0e 87 86 0d &5bd0 00 00 00 22 65 61 4b 05 00 00 00 00 00 00 08 00 ; scenery_sprite_part_32 &5be0 00 00 00 00 00 00 00 00 00 00 00 00 00 11 33 33 &5bf0 4c 8e 8d 8c 8c 8c 8c 8c 00 00 00 80 00 00 00 00 ; scenery_sprite_part_33 &5c00 00 00 00 00 00 00 00 00 33 77 77 77 67 37 67 45 &5c10 8c 8c 0c 08 80 08 00 08 00 00 00 00 00 00 00 00 ; scenery_sprite_part_34 &5c20 00 00 00 00 00 00 00 00 01 01 01 01 01 01 01 01 &5c30 08 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_35 &5c40 00 00 00 00 00 00 01 00 01 00 04 00 02 04 01 00 &5c50 00 08 02 00 04 00 00 02 00 00 00 00 00 08 00 00 ; scenery_sprite_part_36 &5c60 00 00 00 00 00 00 00 80 10 10 30 20 20 20 60 40 &5c70 00 90 10 10 10 d0 50 70 80 40 00 00 20 30 20 20 ; scenery_sprite_part_37 &5c80 50 30 10 50 20 00 00 00 40 50 40 80 c2 c0 a4 86 &5c90 70 52 d2 d2 d0 d0 58 78 20 60 40 50 d0 94 38 29 ; scenery_sprite_part_38 &5ca0 40 50 50 60 20 20 30 a0 00 00 90 d0 90 18 01 40 &5cb0 00 40 50 c0 60 a0 80 a0 00 80 40 50 50 d0 50 60 ; scenery_sprite_part_39 &5cc0 a0 a0 e0 40 40 50 50 52 40 a0 a0 a0 a0 a0 38 78 &5cd0 d0 94 94 84 a4 e0 68 69 60 40 40 50 14 94 3c b4 ; scenery_sprite_part_3a &5ce0 cc 44 88 22 66 77 77 22 99 99 44 bb 44 22 99 55 &5cf0 dd 33 00 cc 55 00 33 88 44 11 44 88 ee 55 88 00 ; scenery_sprite_part_3b &5d00 00 55 99 44 11 22 11 44 22 88 44 77 22 99 cc 33 &5d10 00 77 88 44 11 77 11 cc 00 11 22 44 88 22 11 22 ; scenery_sprite_part_3c &5d20 00 00 02 22 26 13 14 67 0a 89 15 4c 12 05 0a 27 &5d30 14 02 04 a8 14 02 49 07 8c 20 0a 15 01 0a 41 0f ; scenery_sprite_part_3d &5d40 45 9c 42 2b 04 18 8a c0 af 5a cd 26 96 03 29 90 &5d50 00 08 84 0c 86 e8 86 69 00 00 00 00 00 00 00 00 ; scenery_sprite_part_3e &5d60 0a 27 08 41 04 0a 05 0b 1a 41 2e 16 05 1e 96 0f &5d70 b4 6d 87 5a 2d 4f 3c 0f 00 08 08 0c 0c 0e 0a 0c ; scenery_sprite_part_3f &5d80 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5d90 01 02 11 11 13 07 23 02 4e 8e ac ec e0 f0 e4 54 ; scenery_sprite_part_40 &5da0 00 00 00 00 00 00 00 00 00 00 01 11 13 01 00 00 &5db0 26 57 ff 7e bc 2b 02 00 10 ee 6e d4 c0 68 30 10 ; scenery_sprite_part_41 &5dc0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5dd0 00 00 00 00 00 00 00 00 10 10 30 70 60 c2 e0 c2 ; scenery_sprite_part_42 &5de0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5df0 00 00 00 00 01 00 00 00 f0 70 f0 1a 14 38 34 00 ; scenery_sprite_part_43 &5e00 4c 8f cf ff 1f f7 72 50 11 33 77 77 37 1b 80 d0 &5e10 8e ce 8f ef ef f7 f7 f0 00 00 00 08 0c cc cc 08 ; scenery_sprite_part_44 &5e20 f0 f0 f4 c4 14 00 f0 e1 b0 f0 f0 e0 c0 80 d0 70 &5e30 e0 04 00 00 00 80 80 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_45 &5e40 a4 c0 80 08 00 00 00 00 00 00 00 00 00 00 00 00 &5e50 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_46 &5e60 08 84 d2 e0 f0 f0 f0 02 00 0a 85 0a 85 4a 85 0a &5e70 00 00 05 0a 05 0a 05 0a 00 00 00 08 00 08 04 00 ; scenery_sprite_part_47 &5e80 00 00 00 00 00 00 00 00 c3 c3 c3 c3 c3 c3 c3 c3 &5e90 0c 0c 0c 0c 0c 0c 0c 0c 00 00 00 00 00 00 00 00 ; scenery_sprite_part_48 &5ea0 00 00 00 00 00 00 00 00 c3 c3 c3 c3 43 03 00 00 &5eb0 0c 0c 0c 0d 0e 05 0a 01 00 00 00 00 0a 05 0a 04 ; scenery_sprite_part_49 &5ec0 00 00 00 00 00 11 31 31 55 75 f4 ec c0 b2 9a c3 &5ed0 a0 72 b2 f4 74 60 e4 b5 00 40 64 d0 b9 dc 70 75 ; scenery_sprite_part_4a &5ee0 00 10 00 00 00 00 00 00 72 fe 73 00 10 73 31 10 &5ef0 3d 1f 12 47 e1 a3 65 47 f5 e1 fb ba fa c3 4b 1f ; scenery_sprite_part_4b &5f00 30 31 31 11 00 10 00 00 72 91 f5 e4 d0 64 f5 55 &5f10 34 b5 b1 95 d4 60 32 b2 5a be f2 43 03 e7 41 20 ; scenery_sprite_part_4c &5f20 00 00 00 00 00 00 00 00 31 33 00 00 00 00 00 00 &5f30 a2 20 00 00 01 02 01 00 01 01 01 01 01 0b 05 02 ; scenery_sprite_part_4d &5f40 00 31 19 18 c1 f5 79 5a b2 b2 f4 e5 2d 3e f2 6e &5f50 00 00 c8 88 40 64 e0 b8 00 00 00 00 00 00 00 00 ; scenery_sprite_part_4e &5f60 c7 d6 78 ac cf f9 4b f2 78 ba 98 e6 68 b6 fa e8 &5f70 d9 d9 72 b1 b9 fc c0 00 00 80 80 00 80 00 00 00 ; scenery_sprite_part_4f &5f80 b6 0f 0e 3f 7a 10 6a 38 16 cb fa 72 b3 30 00 00 &5f90 e4 64 40 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_50 &5fa0 08 08 08 08 0d 0e 0d 0a 00 00 00 00 00 0a 05 0a &5fb0 00 00 00 00 00 00 05 0a 00 00 00 00 00 00 00 00 ; scenery_sprite_part_51 &5fc0 0f 0f 0f 0f 0f 0e 0e 0e 0d 3b 77 77 17 77 6f ff &5fd0 0f 0f 8f 8f 4f cf cf cf 0f 0f 0f 0f 0f 0f 0f 0f ; scenery_sprite_part_52 &5fe0 0f 0f 0e 1d 3b 3b 3b 77 cf ef 7f 8f bf 3b 2b 2b &5ff0 4f 8f 0f 4f af df df 6f 0f 0f 0f 0f 0f 0f 0f 8f ; scenery_sprite_part_53 &6000 77 67 67 46 77 77 1b 0b 1b 3f 3b 3b 9d 4e 4e 2f &6010 af cf ef 6f ef 47 3f ff 8f 0f 8f cf 4f 4f 0f cf ; scenery_sprite_part_54 &6020 2b 11 02 02 01 01 01 09 ff ff ef 67 2f 01 01 03 &6030 7f 7f 17 03 04 04 06 0f ef ef ef cf 4f 07 07 03 ; scenery_sprite_part_55 &6040 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 &6050 b7 b7 b7 97 a7 b7 b7 b7 8b 8b 8b 8f 0b 8b 8b 8b ; scenery_sprite_part_56 &6060 00 00 00 00 22 11 02 45 22 55 aa 45 aa 55 aa 15 &6070 88 44 aa 45 8a 55 aa 05 00 00 00 00 08 00 08 04 ; scenery_sprite_part_57 &6080 02 55 22 55 aa 15 2a 11 2a 55 aa 55 2a 55 aa 55 &6090 8a 55 aa 55 aa 05 0a 45 8a 04 8a 05 8a 05 0a 04 ; scenery_sprite_part_58 &60a0 02 05 8a 55 22 55 22 01 aa 55 8a 05 8a 55 08 00 &60b0 aa 55 aa 45 8a 05 0a 04 0a 05 0a 05 0a 05 0a 04 ; scenery_sprite_part_59 &60c0 00 00 10 10 10 30 30 30 00 00 80 e0 f0 f0 f0 78 &60d0 00 00 00 00 00 80 f3 f0 00 00 00 30 70 5a 3c b4 ; scenery_sprite_part_5a &60e0 34 2d 0e 00 10 1e 0f 00 16 03 10 70 f0 f0 78 07 &60f0 f0 78 f0 f0 e1 87 0e 0c 3c 1e 87 87 0c 08 00 00 ; scenery_sprite_part_5b &6100 00 00 01 93 d3 f3 e1 f0 00 08 0c 8c 0c 8c 8c 08 &6110 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_5c &6120 f0 87 0f 00 00 00 00 00 c0 f0 1e 03 00 00 00 00 &6130 00 00 e0 3f 07 00 00 00 00 00 00 00 08 00 00 00 ; scenery_sprite_part_5d &6140 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 &6150 04 01 19 04 08 22 0c 06 45 00 05 50 28 24 38 98 ; scenery_sprite_part_5e &6160 00 00 00 00 00 00 00 00 22 45 8a 01 04 22 00 04 &6170 10 01 00 02 04 00 02 88 04 c1 78 34 07 8e 03 c3 ; scenery_sprite_part_5f &6180 11 00 00 01 00 00 01 11 01 08 44 01 04 09 14 19 &6190 22 00 8a 02 03 03 86 14 28 30 65 21 1a 03 14 a1 ; scenery_sprite_part_60 &61a0 11 44 00 01 22 02 00 00 45 02 08 03 02 05 0b 11 &61b0 30 02 15 00 03 03 1a 00 e1 f0 38 61 ad 03 43 e1 ; scenery_sprite_part_61 &61c0 0a 8d 4c 00 0a 05 11 04 c0 61 30 30 46 0d 05 06 &61d0 09 40 71 a4 61 78 08 00 c3 70 61 21 b0 d2 1a d2 ; scenery_sprite_part_62 &61e0 02 22 02 01 11 01 01 00 03 4c 04 00 06 04 09 0a &61f0 00 00 00 00 00 00 00 00 69 e1 70 70 34 30 30 30 ; scenery_sprite_part_63 &6200 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &6210 00 00 00 00 00 00 00 00 30 70 70 70 70 70 f0 f0 ; scenery_sprite_part_64 &6220 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &6230 00 10 10 30 00 00 00 00 f0 e0 e1 00 02 00 00 00 ; scenery_sprite_part_65 &6240 00 00 04 08 44 84 1b 04 00 00 00 08 9d 08 03 91 &6250 00 00 00 00 00 00 00 08 00 00 00 00 00 00 00 00 ; scenery_sprite_part_66 &6260 44 30 28 45 00 30 65 02 05 01 46 0c 0d 0f 05 0f &6270 08 00 08 00 00 00 04 02 00 00 00 00 00 00 00 00 ; scenery_sprite_part_67 &6280 41 02 11 c0 c4 0c 1a 35 04 09 05 01 09 44 02 03 &6290 04 0a 44 08 04 0e 04 0e 00 00 00 00 00 00 00 00 ; scenery_sprite_part_68 &62a0 0a c1 08 85 02 0d 08 0a 41 07 0b 04 03 01 05 9a &62b0 0e 0a 0c 0c 8c 0a 04 02 00 00 00 00 00 00 00 00 ; scenery_sprite_part_69 &62c0 81 94 5b 70 90 3e 52 04 96 b4 c3 c1 00 81 23 05 &62d0 0c 0e 88 06 0c 0c 00 08 00 00 00 00 00 00 00 00 ; scenery_sprite_part_6a &62e0 08 22 0d 0a 04 02 00 00 03 8b 22 0c 0a 0a 00 00 &62f0 04 04 08 08 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_6b &6300 00 00 00 00 00 00 00 80 00 00 00 00 00 00 00 00 &6310 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_6c &6320 e0 b0 05 0a 05 0a 00 02 04 0a 05 0a 05 0a 01 0a &6330 08 01 04 0a 05 0a 05 0a 00 00 00 0a 05 02 00 08 ; scenery_sprite_part_6d &6340 00 00 00 00 00 00 00 00 5a d2 69 2d 5a 69 5a a5 &6350 96 a5 c3 c3 a5 4b a5 c3 0c 0c 0c 0c 0c 0c 0c 0c ; scenery_sprite_part_6e &6360 00 01 12 2d 5a 78 0f 07 0e e1 78 d2 78 87 0f 08 &6370 0f f0 b4 5a a5 1e 0f 0b 08 86 69 a5 c3 c3 0e 0c ; scenery_sprite_part_6f &6380 07 78 69 78 5a 2d 07 02 08 84 4b c3 d2 3c 0f 03 &6390 03 34 5a b4 f0 96 0f 09 08 86 c3 c3 4b c3 0e 0e ; scenery_sprite_part_70 &63a0 f7 d1 b7 92 12 10 50 30 b9 f8 72 76 fe dc b6 13 &63b0 ff 77 ff ea 71 c8 f3 e6 77 88 ee ff 99 cc 33 77 ; scenery_sprite_part_71 &63c0 10 20 00 10 00 00 00 00 21 60 20 00 00 00 10 00 &63d0 d5 f7 b3 a6 83 00 10 00 ee 55 b9 f8 f4 b5 21 20 ; scenery_sprite_part_72 &63e0 ff dd 66 77 fb f7 a6 83 ff 99 33 ee 55 ff 8f 08 &63f0 fb f9 50 f3 d5 97 81 40 bb 55 fb 62 f9 f3 e2 83 ; scenery_sprite_part_73 &6400 6f ed f8 e5 cb e9 4b 69 ba f4 3d 2d 87 0f 0f 3f &6410 7f fc e1 1e 0f 5f bf 6f 0f cb 87 4b 0f 0f bf ef ; scenery_sprite_part_74 &6420 4b a5 c3 1f b7 7c 7e 3e 1f 8f 5f 8f 97 b7 b7 3f &6430 df ff 7f cf bf 1f bf 9f 5f bf ff ff ff ff ff ff ; scenery_sprite_part_75 &6440 de cb cb e9 cb 2d 05 02 97 97 c3 87 4b a5 0f 0a &6450 3f 9f bf 3f 3f 3f 07 0b ff af 5f 9f 1f 9f 8f 0e ; scenery_sprite_part_76 &6460 00 09 09 1b 0f 2f 5f bf 0b af 7f 7e fc fc fe af &6470 0c 8e cf eb e9 a5 5f af 00 00 00 00 00 08 8c 8c ; scenery_sprite_part_77 &6480 7f ff ff ff ef df ef af 9f cf ef 7f bf 1f 0d 0a &6490 af ff 7f 0f 0f ef ef 0f 8c 8c 08 08 00 00 00 00 ; scenery_sprite_part_78 &64a0 6f ce 4f ce ef 6f 0f 0a 05 0a 05 0a 05 0a 05 0a &64b0 00 00 00 0a 05 0a 05 0a 00 00 00 00 04 0a 04 08 ; object_sprites ; object_sprite_00 (OBJECT_ROPE) &64c0 33 47 9d ab aa 8a 7f 07 cc 2e 9b 5d 55 9d 2b 46 ; object_sprite_01 (OBJECT_FLOWER) &64d0 00 33 13 01 11 23 46 8c 60 d0 a0 50 65 46 04 00 ; object_sprite_02 (OBJECT_GUN) &64e0 d0 f0 f0 c3 e1 c2 c0 0c 40 f1 4b 04 00 00 00 00 ; object_sprite_03 (OBJECT_BOTTLE) &64f0 00 66 f9 f9 f9 f9 6f 06 00 00 00 fe fe 0f 00 00 ; object_sprite_04 (OBJECT_KEY) &6500 00 00 00 ff 4f ee ae aa 22 57 55 af 5f 55 27 02 ; object_sprite_05 (OBJECT_CLAW) &6510 73 f1 f1 f1 f1 6b 06 00 cc ee ff ff 1f 11 32 20 ; object_sprite_06 (OBJECT_GLOVE) &6520 00 30 10 f0 10 70 10 30 10 b0 f0 e0 d0 e0 80 00 ; object_sprite_07 (OBJECT_AMULET) &6530 11 23 46 40 75 fe ef 4e 88 6e 06 11 11 ab 4e 04 ; object_sprite_08 (OBJECT_APPLE) &6540 30 21 13 33 33 33 13 01 60 8e cc c8 e8 e8 c2 0c ; object_sprite_09 (OBJECT_SCROLL) &6550 33 22 11 11 33 33 88 77 ee 11 ee ee cc cc 22 cc ; object_sprite_0a (OBJECT_HINT) &6560 00 00 00 10 00 70 e0 00 00 00 80 a0 00 00 40 80 ; object_sprite_0b (OBJECT_WEAPON_BOMB) &6570 00 00 00 00 10 10 01 00 00 00 00 80 c0 c0 84 08 ; object_sprite_0c (OBJECT_WEAPON_STAR) &6580 00 00 11 01 33 23 02 00 00 00 88 aa ee 8e cc 0c ; object_sprite_0d (OBJECT_WEAPON_NUNCHAKU) &6590 00 00 00 00 03 37 07 07 00 00 00 0e ce 8e 0c 08 ; object_sprite_0e (OBJECT_WEAPON_SWORD) &65a0 00 55 37 57 05 00 00 00 00 00 00 88 cc 6e 37 03 ; object_sprite_0f (OBJECT_WEAPON_STICK) &65b0 00 00 00 10 30 61 c2 0c 30 61 c2 84 08 00 00 00 ; exits_destination_y &65c0 48 00 08 50 50 00 00 58 00 63 10 4b 52 00 50 4b &65d0 28 30 14 08 44 48 fa 3c 10 30 08 fa 30 f2 3b 06 &65e0 10 06 00 5a 0b 4b 06 48 14 48 0c 63 08 3c 10 3c &65f0 10 1c 2d 00 00 00 00 00 00 00 00 00 00 00 00 00 ; exits_destination_x &6600 00 00 1a 1a 00 1a 1a 00 00 0a 1a 00 19 00 00 00 &6610 1a 00 1a 00 1a 00 1a 00 1a 00 1a 00 1a 1a 00 1a &6620 00 1a 00 00 02 00 1a 00 1a 01 1a 1a 00 00 1a 00 &6630 1a 1a 02 00 00 00 00 00 00 00 00 00 00 00 00 00 ; initial_player_x &6640 0a ; initial_player_y &6641 28 ; initial_player_direction &6642 00 ; unused &6643 00 00 00 00 00 28 00 00 00 00 00 00 00 00 00 00 &6653 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &6663 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &6673 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &6683 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &6693 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &66a3 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &66b3 00 00 00 00 00 00 00 00 00 00 00 00 00 ; room_data_addresses_low ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &66c0 20 3f 6a 97 e4 1b 4c 85 c0 03 40 7d d2 0f 50 97 ; &00 &66d0 d6 07 62 b3 fa 4b 9a 00 00 00 00 00 00 00 00 00 ; &10 ; room_data_addresses_high &66e0 4e 4e 4e 4e 4e 4f 4f 4f 4f 50 50 50 50 51 51 51 ; &00 &66f0 51 52 52 52 52 53 53 00 00 00 00 00 00 00 00 00 ; &10 LEVEL_WILDERNESS data ===================== ; 2.LEVEL-A ; 000400 000400 000400 ; object &00 (&0540) room &01, x &7, y &9, OBJECT_ENEMY | ENEMY_FAST | ENEMY_HANDS ; object &01 (&0541) room &02, x &7, y &5, OBJECT_ENEMY | ENEMY_STICK ; object &02 (&0542) room &00, x &b, y &8, OBJECT_CLAW ; object &03 (&0543) room &04, x &8, y &6, OBJECT_ENEMY | ENEMY_SWORD ; object &04 (&0544) room &06, x &8, y &6, OBJECT_ENEMY | ENEMY_SWORD ; object &05 (&0545) room &07, x &6, y &8, OBJECT_APPLE ; object &06 (&0546) room &0e, x &4, y &7, OBJECT_ENEMY | ENEMY_FAST | ENEMY_HANDS ; object &07 (&0547) room &0f, x &6, y &1, OBJECT_ENEMY | ENEMY_STICK ; object &08 (&0548) room &12, x &7, y &6, OBJECT_GLOVE ; object &09 (&0549) room &15, x &7, y &1, OBJECT_ENEMY | ENEMY_FAST | ENEMY_SWORD ; object &0a (&054a) room &16, x &3, y &7, OBJECT_ENEMY | ENEMY_VERY_FAST | ENEMY_HANDS ; object &0b (&054b) room &17, x &a, y &5, OBJECT_WEAPON_STICK ; object &0c (&054c) room &14, x &d, y &b, OBJECT_HINT ; object &0d (&054d) room &19, x &4, y &8, OBJECT_ENEMY | ENEMY_FAST | ENEMY_NUNCHAKU ; trigger &00 (&0510) room &03, x &14, y &31, TRIGGER_CLAW # Climb up wooden barricade ; trigger &01 (&0511) room &08, x &10, y &07, TRIGGER_CLAW # Climb down brick wall ; trigger &02 (&0512) room &10, x &0c, y &0f, TRIGGER_SHRINE ; trigger &03 (&0513) room &16, x &10, y &fc, TRIGGER_SHRINE ; trigger &04 (&0514) room &18, x &ff, y &28, TRIGGER_DRAGON # Activate dragon ; trigger &05 (&0515) room &14, x &16, y &ff, TRIGGER_MAGIC ; exits_room_and_position &0400 00 21 01 22 02 23 03 24 04 25 05 26 06 27 07 28 &0410 08 e9 09 2b c9 ac 8c 2d 2e 0d 0b 2f 8f 30 10 31 &0420 11 32 12 33 13 f4 d4 af 8e 35 15 36 16 37 17 38 &0430 18 ae 39 71 3a ff ff ff ff ff ff ff ff ff ff ff ; exits_destination_room &0440 01 60 22 41 23 42 04 43 05 64 06 65 07 66 08 67 &0450 29 48 2b 49 6c 09 2d 4c 6d 0e 2f 4b 30 4f 11 70 &0460 32 51 33 52 34 53 6f 14 35 4e 16 75 37 56 38 57 &0470 1f 19 6e 1a 51 ff ff ff ff ff ff ff ff ff ff ff ; enemies_and_objects_types &0480 14 13 05 12 12 08 14 13 06 16 18 0f 0a 15 00 00 &0490 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; rooms_visited &04a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &04b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; level_title_string &04c0 1c 03 09 0b 03 ; define text window x:(&03, &0b), y:(&03, &09) &04c5 11 80 ; COLOUR 128 &04c7 0c ; CLS &04c8 11 02 ; COLOUR 2 &04ca 1a ; restore default windows &04cb 1f 06 05 ; TAB(&06, &05) &04ce 54 48 45 ; "THE" &04d1 1f 06 06 ; TAB(&06, &06) &04d4 4c 41 53 54 20 ; "LAST " &04d9 1f 06 07 ; TAB(&06, &07) &04dc 4e 49 4e 4a 41 ; "NINJA" &04e1 0d ; title_screen_text_colours &04e2 02 00 03 03 03 03 03 03 03 03 03 03 03 00 01 01 ; unused &04f2 fd fe 20 ff fe ff 20 fe 20 fd 20 fe 20 0d ; triggers_x &0500 14 10 0c 10 ff 16 00 00 00 00 00 00 00 00 00 00 ; triggers_room &0510 43 48 f0 f6 18 34 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f ; enemies_and_objects_locations &0520 97 57 8b 68 68 86 74 16 67 17 73 5a bd 84 ff ff &0530 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ; enemies_and_objects_rooms &0540 01 02 00 04 06 07 0e 0f 12 15 16 17 14 19 1f 1f &0550 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f ; player_back_buffer &0560 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0570 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0580 0c 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0590 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05c0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05d0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05e0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; enemy_or_object_back_buffer &05f0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0600 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0610 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0620 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0630 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0640 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0650 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0660 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0670 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; dragon_breath_sprite &0680 00 00 00 77 fc 11 00 00 00 00 fa f0 f0 fc 73 00 &0690 00 f2 f7 fd f3 f5 fb 10 76 cc ea 80 cc c4 f7 ba ; unused &06a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &06b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; triggers_y &06c0 31 07 0f fc 28 ff 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f ; find_sprite &06d0 ff 74 66 74 64 64 20 00 55 f5 75 75 75 75 20 00 &06e0 bb d5 d5 f5 f5 f5 a0 00 88 c4 e4 e4 e4 ec c0 00 ; suggested_objects &06f0 05 ; OBJECT_CLAW &06f1 06 ; OBJECT_GLOVE &06f2 08 ; OBJECT_APPLE &06f3 0f ; OBJECT_WEAPON_STICK &06f4 05 ; OBJECT_CLAW &06f5 06 ; OBJECT_GLOVE &06f6 08 ; OBJECT_APPLE &06f7 0f ; OBJECT_WEAPON_STICK ; unused &06f8 05 06 08 0f 05 06 08 0f ; sprite &00 : part_00 part_01 part_02 part_03 ; SCENERY_BOULDER_ONE_LEFT ; sprite &01 : part_04 part_05 part_06 part_07 ; SCENERY_BOULDER_ONE_RIGHT ; sprite &02 : part_08 part_09 part_0a ; SCENERY_TREE_ONE ; sprite &03 : part_0b part_0c ; SCENERY_ROCK ; sprite &04 : part_0d ; SCENERY_SMALL_ROCK ; sprite &05 : part_0e ; SCENERY_SMALL_GRASS ; sprite &06 : part_0f part_10 part_11 part_12 ; SCENERY_TREE_TWO ; sprite &07 : part_13 part_14 ; SCENERY_BUSH_ONE_LEFT ; sprite &08 : part_15 part_16 ; SCENERY_BUSH_ONE_RIGHT ; sprite &09 : part_17 ; SCENERY_SMALL_BUSH ; sprite &0a : part_18 part_19 part_1a part_1b ; SCENERY_TREE_THREE ; sprite &0b : part_1c part_1d ; SCENERY_POST_TOP ; sprite &0c : part_1e ; SCENERY_STEPPING_STONE ; sprite &0d : part_1f ; SCENERY_YELLOW_STEPPING_STONE_ONE ; sprite &0e : part_20 ; SCENERY_YELLOW_STEPPING_STONE_TWO ; sprite &0f : part_21 part_22 part_23 part_24 ; SCENERY_TREE_FOUR_BOTTOM_RIGHT ; sprite &10 : part_25 part_26 part_27 part_28 ; SCENERY_TREE_FIVE_TOP_LEFT ; sprite &11 : part_29 part_2a part_2b part_2c ; SCENERY_TREE_FIVE_TOP_RIGHT ; sprite &12 : part_2d part_2e part_2f part_30 ; SCENERY_TREE_SIX_LEFT ; sprite &13 : part_31 part_32 part_33 part_34 ; SCENERY_TREE_SIX_RIGHT ; sprite &14 : part_35 part_36 part_37 part_38 ; SCENERY_GATE_STATUE ; sprite &15 : part_39 part_3a part_3a part_3a ; SCENERY_BIG_POST_TOP ; sprite &16 : part_3a part_3a part_3b ; SCENERY_BIG_POST_BOTTOM ; sprite &17 : part_3c part_3d part_3d part_3d ; SCENERY_WALL_SW_NE_TOP ; sprite &18 : part_3d part_3e ; SCENERY_WALL_SW_NE_BOTTOM ; sprite &19 : part_3f part_40 part_40 part_40 ; SCENERY_WALL_NW_SE_TOP ; sprite &1a : part_40 part_41 ; SCENERY_WALL_NW_SE_BOTTOM ; sprite &1b : part_42 part_43 part_43 part_43 ; SCENERY_GATE_NW_SE_TOP ; sprite &1c : part_43 part_44 ; SCENERY_GATE_NW_SE_BOTTOM ; sprite &1d : part_45 part_46 part_47 ; SCENERY_POINTY_ROCK_BOTTOM ; sprite &1e : part_45 ; SCENERY_POINTY_ROCK_TOP (unused) ; sprite &1f : part_47 ; SCENERY_ROCK_BOTTOM ; sprite &20 : part_48 part_49 ; SCENERY_YELLOW_BUSH_LEFT ; sprite &21 : part_4a part_4b ; SCENERY_YELLOW_BUSH_RIGHT ; sprite &22 : part_4c part_4d ; SCENERY_RED_BUSH_LEFT ; sprite &23 : part_4e part_4f ; SCENERY_RED_BUSH_RIGHT ; sprite &24 : part_50 part_51 part_52 part_51 ; SCENERY_BARRICADE_TOP ; sprite &25 : part_52 part_52 part_51 part_51 ; SCENERY_BARRICADE_ONE ; sprite &26 : part_53 part_54 ; SCENERY_POINTY_ROCK ; sprite &27 : part_51 part_52 part_57 part_59 ; SCENERY_CLIFF_ONE ; sprite &28 : part_56 part_57 part_57 part_56 ; SCENERY_CLIFF_TWO ; sprite &29 : part_58 part_59 part_57 part_57 ; SCENERY_CLIFF_THREE ; sprite &2a : part_5a part_5b part_5b part_5c ; SCENERY_CAVE ; sprite &2b : part_5d part_59 part_58 part_5d ; SCENERY_CLIFF_FOUR ; sprite &2c : part_5a part_5b part_5b ; SCENERY_CAVE_TOP ; sprite &2d : part_5f part_60 ; SCENERY_CLIFF_YELLOW_RIGHT ; sprite &2e : part_61 part_62 part_63 part_64 ; SCENERY_HUT_LEFT ; sprite &2f : part_65 part_66 part_67 part_68 ; SCENERY_HUT_RIGHT ; sprite &30 : part_69 part_6a part_6a part_6a ; SCENERY_BAMBOO_FENCE_TOP ; sprite &31 : part_6a part_6a part_6a part_78 ; SCENERY_BAMBOO_FENCE_BOTTOM ; sprite &32 : part_6b part_6c ; SCENERY_YELLOW_GRASS ; sprite &33 : part_7c ; SCENERY_PATH_BOTTOM_LEFT_ONE ; sprite &34 : part_7d part_7c ; SCENERY_PATH_BOTTOM_LEFT_TWO ; sprite &35 : part_7d part_7e ; SCENERY_PATH_BOTTOM_RIGHT_TWO ; sprite &36 : part_7e ; SCENERY_PATH_BOTTOM_RIGHT_ONE ; sprite &37 : part_6d part_6e part_6f part_70 ; SCENERY_DRAGON_LEFT ; sprite &38 : part_71 part_72 part_73 part_74 ; SCENERY_DRAGON_RIGHT ; sprite &39 : part_52 part_75 ; SCENERY_BARRICADE_BOTTOM_ONE ; sprite &3a : part_52 part_52 part_51 part_75 ; SCENERY_BARRICADE_BOTTOM_TWO ; sprite &3b : part_59 part_58 part_57 part_52 ; SCENERY_BARRICADE_TWO ; sprite &3c : part_76 part_59 part_57 part_58 ; SCENERY_BARRICADE_YELLOW_TOP_ONE ; sprite &3d : part_77 part_58 part_59 part_57 ; SCENERY_BARRICADE_YELLOW_TOP_TWO ; sprite &3e : part_76 part_59 part_52 part_75 ; SCENERY_BARRICADE_YELLOW ; sprite &3f : part_58 part_59 part_52 part_55 ; SCENERY_BARRICADE_YELLOW_UNUSED (unused) ; scenery_sprites_parts_table ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &0700 00 04 08 0b 0d 0e 0f 13 15 17 18 1c 1e 1f 20 21 ; &00 &0710 25 29 2d 31 35 39 3a 3c 3d 3f 40 42 43 45 45 47 ; &10 &0720 48 4a 4c 4e 50 52 53 51 56 58 5a 5d 5a 5f 61 65 ; &20 &0730 69 6a 6b 7c 7d 7d 7e 6d 71 52 52 59 76 77 76 58 ; &30 &0740 01 05 09 0c ff ff 10 14 16 ff 19 1d ff ff ff 22 ; &40 &0750 26 2a 2e 32 36 3a 3a 3d 3e 40 41 43 44 46 ff ff ; &50 &0760 49 4b 4d 4f 51 52 54 52 57 59 5b 59 5b 60 62 66 ; &60 &0770 6a 6a 6c ff 7c 7e ff 6e 72 75 52 58 59 58 59 59 ; &70 &0780 02 06 0a ff ff ff 11 ff ff ff 1a ff ff ff ff 23 ; &80 &0790 27 2b 2f 33 37 3a 3b 3d ff 40 ff 43 ff 47 ff ff ; &90 &07a0 ff ff ff ff 52 51 ff 57 57 57 5b 58 5b ff 63 67 ; &a0 &07b0 6a 6a ff ff ff ff ff 6f 73 ff 51 57 57 59 52 52 ; &b0 &07c0 03 07 ff ff ff ff 12 ff ff ff 1b ff ff ff ff 24 ; &c0 &07d0 28 2c 30 34 38 3a ff 3d ff 40 ff 43 ff ff ff ff ; &d0 &07e0 ff ff ff ff 51 51 ff 59 56 57 5c 5d ff ff 64 68 ; &e0 &07f0 6a 78 ff ff ff ff ff 70 74 ff 75 52 58 57 75 55 ; &f0 ; 2.LEVEL-B ; 004c20 004c20 001ae0 ; path_sprite_0 # NW to SE path &4c20 ff 33 00 00 00 00 00 00 ff ff ff 33 00 00 00 00 &4c30 ff ff ff ff ff 33 00 00 ff ff ff ff ff ff ff 33 &4c40 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c50 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c60 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c70 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c80 00 cc ff ff ff ff ff ff 00 00 00 cc ff ff ff ff &4c90 00 00 00 00 00 cc ff ff 00 00 00 00 00 00 00 cc ; path_sprite_1 # SW to NE path &4ca0 00 00 00 00 00 00 33 ff 00 00 00 00 33 ff ff ff &4cb0 00 00 33 ff ff ff ff ff 33 ff ff ff ff ff ff ff &4cc0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4cd0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4ce0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4cf0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4d00 ff ff ff ff ff ff cc 00 ff ff ff ff cc 00 00 00 &4d10 ff ff cc 00 00 00 00 00 cc 00 00 00 00 00 00 00 ; path_sprite_2 # NW to SE water &4d20 f9 32 00 00 00 00 00 00 fc fa f9 32 00 00 00 00 &4d30 f2 f5 fc f9 fd 32 00 00 f2 f8 f5 f9 f0 f6 f8 33 &4d40 f2 f0 f6 f9 f4 f6 fa f0 f8 f6 f0 fa f5 fa f4 f1 &4d50 f9 f4 f6 fc f0 f2 f9 fe f0 f9 f5 f9 f2 f4 f3 f4 &4d60 f5 fb f1 f8 f8 f5 f8 f7 f0 f6 f8 f2 f0 fd f6 f1 &4d70 fa f0 f5 fa fb f4 f3 f8 c3 f8 f8 f2 f5 f3 f8 f5 &4d80 0c 0f c3 f0 f8 f6 f9 f6 00 04 0e 0f c3 f0 f0 f5 &4d90 00 00 00 08 0d 0f c3 f0 00 00 00 00 00 08 0e 0f ; path_obstacle_values &4da0 00 ; OBSTACLE_NONE &4da1 00 ; OBSTACLE_NONE &4da2 02 ; OBSTACLE_SINK ; passable_scenery_sprite_parts &4da3 1e 1f 20 79 7a 7b 7c 7d 7e 7f 04 5f 60 ; room_types ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &4db0 00 01 02 03 04 05 04 06 07 08 00 09 0a 0b 0c 0d ; &00 &4dc0 0e 0f 10 11 12 13 14 15 16 17 17 00 00 00 00 00 ; &10 ; title_screen_string_one &4dd0 1f 00 0b ; TAB(&00, &0b) &4dd3 11 81 ; COLOUR 129 &4dd5 43 2e 31 39 38 38 20 53 55 50 45 52 49 4f 52 ; "C.1988 SUPERIOR" &4de4 0d ; unused &4de5 0d 0d 0d ; title_screen_string_two &4de8 1f 00 0b ; TAB(&00, &0b) &4deb 11 81 ; COLOUR 129 &4ded 62 79 20 20 50 45 54 45 52 20 53 43 4f 54 54 ; "by PETER SCOTT" &4dfc 0d ; unused &4dfe 0d 0d 0d ; title_screen_string_three &4e00 1f 00 0b ; TAB(&00, &0b) &4e03 11 81 ; COLOUR 129 &4e05 66 6f 72 20 44 59 4c 41 4e 20 47 41 4d 45 53 ; "for DYLAN GAMES" &4e14 0d ; unused &4e15 0d 0d 0d 00 00 00 00 00 00 00 00 ; room_type_00_data &4e20 92 ed ; path &01 (WATER_SW_NE), direction 3, length 3 at (2, 9) &4e22 94 f5 ; path &01 (WATER_SW_NE), direction 3, length 5 at (4, 9) &4e24 95 b0 ; path &00 (PATH_NW_SE), direction 1, length 4 at (5, 9) &4e26 84 89 ; path &01 (WATER_SW_NE), direction 0, length 2 at (4, 8) &4e28 86 89 ; path &01 (WATER_SW_NE), direction 0, length 2 at (6, 8) &4e2a 00 19 ; sprite &19 (SCENERY_WALL_NW_SE_TOP) at (0, 0) &4e2c 40 1a ; sprite &1a (SCENERY_WALL_NW_SE_BOTTOM) at (0, 4) &4e2e 02 15 ; sprite &15 (SCENERY_BIG_POST_TOP) at (2, 0) &4e30 42 16 ; sprite &16 (SCENERY_BIG_POST_BOTTOM) at (2, 4) &4e32 04 17 ; sprite &17 (SCENERY_WALL_SW_NE_TOP) at (4, 0) &4e34 44 18 ; sprite &18 (SCENERY_WALL_SW_NE_BOTTOM) at (4, 4) &4e36 06 19 ; sprite &19 (SCENERY_WALL_NW_SE_TOP) at (6, 0) &4e38 46 1a ; sprite &1a (SCENERY_WALL_NW_SE_BOTTOM) at (6, 4) &4e3a 08 15 ; sprite &15 (SCENERY_BIG_POST_TOP) at (8, 0) &4e3c 48 16 ; sprite &16 (SCENERY_BIG_POST_BOTTOM) at (8, 4) &4e3e 2a 1b ; sprite &1b (SCENERY_GATE_NW_SE_TOP) at (a, 2) &4e40 6a 1c ; sprite &1c (SCENERY_GATE_NW_SE_BOTTOM) at (a, 6) &4e42 2c 15 ; sprite &15 (SCENERY_BIG_POST_TOP) at (c, 2) &4e44 6c 16 ; sprite &16 (SCENERY_BIG_POST_BOTTOM) at (c, 6) &4e46 4e 19 ; sprite &19 (SCENERY_WALL_NW_SE_TOP) at (e, 4) &4e48 8e 1a ; sprite &1a (SCENERY_WALL_NW_SE_BOTTOM) at (e, 8) &4e4a a0 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (0, a) &4e4c 37 14 ; sprite &14 (SCENERY_GATE_STATUE) at (7, 3) &4e4e 5b 14 ; sprite &14 (SCENERY_GATE_STATUE) at (b, 5) &4e50 50 02 ; sprite &02 (SCENERY_TREE_ONE) at (0, 5) &4e52 61 02 ; sprite &02 (SCENERY_TREE_ONE) at (1, 6) &4e54 9e 03 ; sprite &03 (SCENERY_ROCK) at (e, 9) &4e56 c7 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (7, c) &4e58 c9 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (9, c) &4e5a e1 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (1, e) &4e5c e3 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (3, e) &4e5e d4 10 ; sprite &10 (SCENERY_TREE_FIVE_TOP_LEFT) at (4, d) &4e60 d6 11 ; sprite &11 (SCENERY_TREE_FIVE_TOP_RIGHT) at (6, d) &4e62 eb 0a ; sprite &0a (SCENERY_TREE_THREE) at (b, e) &4e64 ff ; room_type_01_data &4e65 d2 d0 ; path &00 (PATH_NW_SE), direction 2, length 4 at (2, d) &4e67 d4 d4 ; path &00 (PATH_NW_SE), direction 2, length 5 at (4, d) &4e69 d4 95 ; path &01 (WATER_SW_NE), direction 0, length 5 at (4, d) &4e6b d6 91 ; path &01 (WATER_SW_NE), direction 0, length 4 at (6, d) &4e6d e4 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (4, e) &4e6f e6 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (6, e) &4e71 e8 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (8, e) &4e73 ea 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (a, e) &4e75 00 19 ; sprite &19 (SCENERY_WALL_NW_SE_TOP) at (0, 0) &4e77 10 17 ; sprite &17 (SCENERY_WALL_SW_NE_TOP) at (0, 1) &4e79 50 18 ; sprite &18 (SCENERY_WALL_SW_NE_BOTTOM) at (0, 5) &4e7b 12 19 ; sprite &19 (SCENERY_WALL_NW_SE_TOP) at (2, 1) &4e7d 52 1a ; sprite &1a (SCENERY_WALL_NW_SE_BOTTOM) at (2, 5) &4e7f 24 19 ; sprite &19 (SCENERY_WALL_NW_SE_TOP) at (4, 2) &4e81 64 1a ; sprite &1a (SCENERY_WALL_NW_SE_BOTTOM) at (4, 6) &4e83 16 02 ; sprite &02 (SCENERY_TREE_ONE) at (6, 1) &4e85 36 19 ; sprite &19 (SCENERY_WALL_NW_SE_TOP) at (6, 3) &4e87 76 1a ; sprite &1a (SCENERY_WALL_NW_SE_BOTTOM) at (6, 7) &4e89 38 17 ; sprite &17 (SCENERY_WALL_SW_NE_TOP) at (8, 3) &4e8b 78 18 ; sprite &18 (SCENERY_WALL_SW_NE_BOTTOM) at (8, 7) &4e8d 2a 17 ; sprite &17 (SCENERY_WALL_SW_NE_TOP) at (a, 2) &4e8f 6a 18 ; sprite &18 (SCENERY_WALL_SW_NE_BOTTOM) at (a, 6) &4e91 1c 17 ; sprite &17 (SCENERY_WALL_SW_NE_TOP) at (c, 1) &4e93 0e 17 ; sprite &17 (SCENERY_WALL_SW_NE_TOP) at (e, 0) &4e95 2c 19 ; sprite &19 (SCENERY_WALL_NW_SE_TOP) at (c, 2) &4e97 6c 1a ; sprite &1a (SCENERY_WALL_NW_SE_BOTTOM) at (c, 6) &4e99 3e 19 ; sprite &19 (SCENERY_WALL_NW_SE_TOP) at (e, 3) &4e9b 7e 1a ; sprite &1a (SCENERY_WALL_NW_SE_BOTTOM) at (e, 7) &4e9d 61 03 ; sprite &03 (SCENERY_ROCK) at (1, 6) &4e9f 82 05 ; sprite &05 (SCENERY_SMALL_GRASS) at (2, 8) &4ea1 76 1a ; sprite &1a (SCENERY_WALL_NW_SE_BOTTOM) at (6, 7) &4ea3 78 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (8, 7) &4ea5 7b 03 ; sprite &03 (SCENERY_ROCK) at (b, 7) &4ea7 7a 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (a, 7) &4ea9 fc 03 ; sprite &03 (SCENERY_ROCK) at (c, f) &4eab dd 1d ; sprite &1d (SCENERY_POINTY_ROCK_BOTTOM) at (d, d) &4ead e2 23 ; sprite &23 (SCENERY_RED_BUSH_RIGHT) at (2, e) &4eaf e0 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (0, e) &4eb1 e2 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (2, e) &4eb3 86 06 ; sprite &06 (SCENERY_TREE_TWO) at (6, 8) &4eb5 ff ; room_type_02_data &4eb6 76 91 ; path &01 (WATER_SW_NE), direction 0, length 4 at (6, 7) &4eb8 78 8d ; path &01 (WATER_SW_NE), direction 0, length 3 at (8, 7) &4eba 84 f1 ; path &01 (WATER_SW_NE), direction 3, length 4 at (4, 8) &4ebc 86 f9 ; path &01 (WATER_SW_NE), direction 3, length 6 at (6, 8) &4ebe 00 0f ; sprite &0f (SCENERY_TREE_FOUR_BOTTOM_RIGHT) at (0, 0) &4ec0 41 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (1, 4) &4ec2 40 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (0, 4) &4ec4 60 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (0, 6) &4ec6 23 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (3, 2) &4ec8 43 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (3, 4) &4eca 25 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (5, 2) &4ecc 26 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (6, 2) &4ece 44 02 ; sprite &02 (SCENERY_TREE_ONE) at (4, 4) &4ed0 19 1d ; sprite &1d (SCENERY_POINTY_ROCK_BOTTOM) at (9, 1) &4ed2 17 06 ; sprite &06 (SCENERY_TREE_TWO) at (7, 1) &4ed4 0b 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (b, 0) &4ed6 1c 1d ; sprite &1d (SCENERY_POINTY_ROCK_BOTTOM) at (c, 1) &4ed8 1d 22 ; sprite &22 (SCENERY_RED_BUSH_LEFT) at (d, 1) &4eda 2b 26 ; sprite &26 (SCENERY_POINTY_ROCK) at (b, 2) &4edc 2a 1d ; sprite &1d (SCENERY_POINTY_ROCK_BOTTOM) at (a, 2) &4ede f0 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (0, f) &4ee0 ac 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (c, a) &4ee2 9d 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (d, 9) &4ee4 dd 25 ; sprite &25 (SCENERY_BARRICADE_ONE) at (d, d) &4ee6 dc 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (c, d) &4ee8 da 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (a, d) &4eea e9 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (9, e) &4eec d4 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (4, d) &4eee d6 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (6, d) &4ef0 e3 1d ; sprite &1d (SCENERY_POINTY_ROCK_BOTTOM) at (3, e) &4ef2 e7 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (7, e) &4ef4 ea 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (a, e) &4ef6 f6 03 ; sprite &03 (SCENERY_ROCK) at (6, f) &4ef8 ed 22 ; sprite &22 (SCENERY_RED_BUSH_LEFT) at (d, e) &4efa ff ; room_type_03_data &4efb 97 f9 ; path &01 (WATER_SW_NE), direction 3, length 6 at (7, 9) &4efd 98 f9 ; path &01 (WATER_SW_NE), direction 3, length 6 at (8, 9) &4eff 68 8d ; path &01 (WATER_SW_NE), direction 0, length 3 at (8, 6) &4f01 54 95 ; path &01 (WATER_SW_NE), direction 0, length 5 at (4, 5) &4f03 09 39 ; sprite &39 (SCENERY_BARRICADE_BOTTOM_ONE) at (9, 0) &4f05 0b 39 ; sprite &39 (SCENERY_BARRICADE_BOTTOM_ONE) at (b, 0) &4f07 1c 39 ; sprite &39 (SCENERY_BARRICADE_BOTTOM_ONE) at (c, 1) &4f09 1b 39 ; sprite &39 (SCENERY_BARRICADE_BOTTOM_ONE) at (b, 1) &4f0b 0d 39 ; sprite &39 (SCENERY_BARRICADE_BOTTOM_ONE) at (d, 0) &4f0d cc 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (c, c) &4f0f bd 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (d, b) &4f11 db 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (b, d) &4f13 dd 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (d, d) &4f15 dd 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (d, d) &4f17 00 0f ; sprite &0f (SCENERY_TREE_FOUR_BOTTOM_RIGHT) at (0, 0) &4f19 11 0a ; sprite &0a (SCENERY_TREE_THREE) at (1, 1) &4f1b 30 10 ; sprite &10 (SCENERY_TREE_FIVE_TOP_LEFT) at (0, 3) &4f1d 32 11 ; sprite &11 (SCENERY_TREE_FIVE_TOP_RIGHT) at (2, 3) &4f1f 40 06 ; sprite &06 (SCENERY_TREE_TWO) at (0, 4) &4f21 50 12 ; sprite &12 (SCENERY_TREE_SIX_LEFT) at (0, 5) &4f23 52 13 ; sprite &13 (SCENERY_TREE_SIX_RIGHT) at (2, 5) &4f25 70 11 ; sprite &11 (SCENERY_TREE_FIVE_TOP_RIGHT) at (0, 7) &4f27 83 02 ; sprite &02 (SCENERY_TREE_ONE) at (3, 8) &4f29 06 25 ; sprite &25 (SCENERY_BARRICADE_ONE) at (6, 0) &4f2b 24 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (4, 2) &4f2d 07 25 ; sprite &25 (SCENERY_BARRICADE_ONE) at (7, 0) &4f2f 04 22 ; sprite &22 (SCENERY_RED_BUSH_LEFT) at (4, 0) &4f31 46 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (6, 4) &4f33 57 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (7, 5) &4f35 54 39 ; sprite &39 (SCENERY_BARRICADE_BOTTOM_ONE) at (4, 5) &4f37 68 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (8, 6) &4f39 78 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (8, 7) &4f3b 7a 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (a, 7) &4f3d 7b 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (b, 7) &4f3f 7d 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (d, 7) &4f41 5e 22 ; sprite &22 (SCENERY_RED_BUSH_LEFT) at (e, 5) &4f43 18 39 ; sprite &39 (SCENERY_BARRICADE_BOTTOM_ONE) at (8, 1) &4f45 28 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (8, 2) &4f47 49 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (9, 4) &4f49 6d 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (d, 6) &4f4b 38 22 ; sprite &22 (SCENERY_RED_BUSH_LEFT) at (8, 3) &4f4d 49 22 ; sprite &22 (SCENERY_RED_BUSH_LEFT) at (9, 4) &4f4f 5a 26 ; sprite &26 (SCENERY_POINTY_ROCK) at (a, 5) &4f51 5b 26 ; sprite &26 (SCENERY_POINTY_ROCK) at (b, 5) &4f53 5c 22 ; sprite &22 (SCENERY_RED_BUSH_LEFT) at (c, 5) &4f55 4d 22 ; sprite &22 (SCENERY_RED_BUSH_LEFT) at (d, 4) &4f57 35 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (5, 3) &4f59 25 22 ; sprite &22 (SCENERY_RED_BUSH_LEFT) at (5, 2) &4f5b 19 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (9, 1) &4f5d ff ; room_type_04_data &4f5e a4 d4 ; path &00 (PATH_NW_SE), direction 2, length 5 at (4, a) &4f60 a6 d8 ; path &00 (PATH_NW_SE), direction 2, length 6 at (6, a) &4f62 b6 b0 ; path &00 (PATH_NW_SE), direction 1, length 4 at (6, b) &4f64 07 27 ; sprite &27 (SCENERY_CLIFF_ONE) at (7, 0) &4f66 09 27 ; sprite &27 (SCENERY_CLIFF_ONE) at (9, 0) &4f68 0b 27 ; sprite &27 (SCENERY_CLIFF_ONE) at (b, 0) &4f6a 0d 27 ; sprite &27 (SCENERY_CLIFF_ONE) at (d, 0) &4f6c 00 25 ; sprite &25 (SCENERY_BARRICADE_ONE) at (0, 0) &4f6e 01 28 ; sprite &28 (SCENERY_CLIFF_TWO) at (1, 0) &4f70 03 2b ; sprite &2b (SCENERY_CLIFF_FOUR) at (3, 0) &4f72 40 39 ; sprite &39 (SCENERY_BARRICADE_BOTTOM_ONE) at (0, 4) &4f74 17 29 ; sprite &29 (SCENERY_CLIFF_THREE) at (7, 1) &4f76 05 29 ; sprite &29 (SCENERY_CLIFF_THREE) at (5, 0) &4f78 22 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (2, 2) &4f7a 33 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (3, 3) &4f7c 45 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (5, 4) &4f7e 25 2a ; sprite &2a (SCENERY_CAVE) at (5, 2) &4f80 27 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (7, 2) &4f82 77 39 ; sprite &39 (SCENERY_BARRICADE_BOTTOM_ONE) at (7, 7) &4f84 47 28 ; sprite &28 (SCENERY_CLIFF_TWO) at (7, 4) &4f86 39 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (9, 3) &4f88 69 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (9, 6) &4f8a 5b 25 ; sprite &25 (SCENERY_BARRICADE_ONE) at (b, 5) &4f8c 4d 29 ; sprite &29 (SCENERY_CLIFF_THREE) at (d, 4) &4f8e 4b 2b ; sprite &2b (SCENERY_CLIFF_FOUR) at (b, 4) &4f90 9b 39 ; sprite &39 (SCENERY_BARRICADE_BOTTOM_ONE) at (b, 9) &4f92 8d 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (d, 8) &4f94 5c 28 ; sprite &28 (SCENERY_CLIFF_TWO) at (c, 5) &4f96 8c 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (c, 8) &4f98 8e 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (e, 8) &4f9a 80 3c ; sprite &3c (SCENERY_BARRICADE_YELLOW_TOP_ONE) at (0, 8) &4f9c 92 3d ; sprite &3d (SCENERY_BARRICADE_YELLOW_TOP_TWO) at (2, 9) &4f9e a3 3d ; sprite &3d (SCENERY_BARRICADE_YELLOW_TOP_TWO) at (3, a) &4fa0 b5 3c ; sprite &3c (SCENERY_BARRICADE_YELLOW_TOP_ONE) at (5, b) &4fa2 b7 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (7, b) &4fa4 e7 28 ; sprite &28 (SCENERY_CLIFF_TWO) at (7, e) &4fa6 c9 3c ; sprite &3c (SCENERY_BARRICADE_YELLOW_TOP_ONE) at (9, c) &4fa8 db 3c ; sprite &3c (SCENERY_BARRICADE_YELLOW_TOP_ONE) at (b, d) &4faa ed 3e ; sprite &3e (SCENERY_BARRICADE_YELLOW) at (d, e) &4fac e5 3b ; sprite &3b (SCENERY_BARRICADE_TWO) at (5, e) &4fae e9 25 ; sprite &25 (SCENERY_BARRICADE_ONE) at (9, e) &4fb0 e3 2c ; sprite &2c (SCENERY_CAVE_TOP) at (3, e) &4fb2 d2 2a ; sprite &2a (SCENERY_CAVE) at (2, d) &4fb4 c0 2b ; sprite &2b (SCENERY_CLIFF_FOUR) at (0, c) &4fb6 ff ; room_type_05_data &4fb7 94 d4 ; path &00 (PATH_NW_SE), direction 2, length 5 at (4, 9) &4fb9 76 d4 ; path &00 (PATH_NW_SE), direction 2, length 5 at (6, 7) &4fbb a6 b0 ; path &00 (PATH_NW_SE), direction 1, length 4 at (6, a) &4fbd 88 ac ; path &00 (PATH_NW_SE), direction 1, length 3 at (8, 8) &4fbf 10 39 ; sprite &39 (SCENERY_BARRICADE_BOTTOM_ONE) at (0, 1) &4fc1 00 39 ; sprite &39 (SCENERY_BARRICADE_BOTTOM_ONE) at (0, 0) &4fc3 02 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (2, 0) &4fc5 36 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (6, 3) &4fc7 04 29 ; sprite &29 (SCENERY_CLIFF_THREE) at (4, 0) &4fc9 06 2b ; sprite &2b (SCENERY_CLIFF_FOUR) at (6, 0) &4fcb 23 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (3, 2) &4fcd 25 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (5, 2) &4fcf 08 29 ; sprite &29 (SCENERY_CLIFF_THREE) at (8, 0) &4fd1 09 25 ; sprite &25 (SCENERY_BARRICADE_ONE) at (9, 0) &4fd3 0b 27 ; sprite &27 (SCENERY_CLIFF_ONE) at (b, 0) &4fd5 0d 27 ; sprite &27 (SCENERY_CLIFF_ONE) at (d, 0) &4fd7 5c 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (c, 5) &4fd9 3c 3b ; sprite &3b (SCENERY_BARRICADE_TWO) at (c, 3) &4fdb 4e 25 ; sprite &25 (SCENERY_BARRICADE_ONE) at (e, 4) &4fdd 2a 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (a, 2) &4fdf 4a 3b ; sprite &3b (SCENERY_BARRICADE_TWO) at (a, 4) &4fe1 48 29 ; sprite &29 (SCENERY_CLIFF_THREE) at (8, 4) &4fe3 58 3f ; sprite &3f () at (8, 5) &4fe5 6d 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (d, 6) &4fe7 98 2d ; sprite &2d (SCENERY_CLIFF_YELLOW_RIGHT) at (8, 9) &4fe9 70 3c ; sprite &3c (SCENERY_BARRICADE_YELLOW_TOP_ONE) at (0, 7) &4feb 82 3d ; sprite &3d (SCENERY_BARRICADE_YELLOW_TOP_TWO) at (2, 8) &4fed 94 3c ; sprite &3c (SCENERY_BARRICADE_YELLOW_TOP_ONE) at (4, 9) &4fef b0 28 ; sprite &28 (SCENERY_CLIFF_TWO) at (0, b) &4ff1 c1 29 ; sprite &29 (SCENERY_CLIFF_THREE) at (1, c) &4ff3 e0 23 ; sprite &23 (SCENERY_RED_BUSH_RIGHT) at (0, e) &4ff5 c3 2a ; sprite &2a (SCENERY_CAVE) at (3, c) &4ff7 d3 04 ; sprite &04 (SCENERY_SMALL_ROCK) at (3, d) &4ff9 86 3d ; sprite &3d (SCENERY_BARRICADE_YELLOW_TOP_TWO) at (6, 8) &4ffb c5 28 ; sprite &28 (SCENERY_CLIFF_TWO) at (5, c) &4ffd c8 29 ; sprite &29 (SCENERY_CLIFF_THREE) at (8, c) &4fff c7 29 ; sprite &29 (SCENERY_CLIFF_THREE) at (7, c) &5001 da 2b ; sprite &2b (SCENERY_CLIFF_FOUR) at (a, d) &5003 b8 3d ; sprite &3d (SCENERY_BARRICADE_YELLOW_TOP_TWO) at (8, b) &5005 ca 3c ; sprite &3c (SCENERY_BARRICADE_YELLOW_TOP_ONE) at (a, c) &5007 dc 3d ; sprite &3d (SCENERY_BARRICADE_YELLOW_TOP_TWO) at (c, d) &5009 ee 3c ; sprite &3c (SCENERY_BARRICADE_YELLOW_TOP_ONE) at (e, e) &500b ff ; room_type_06_data &500c d2 d0 ; path &00 (PATH_NW_SE), direction 2, length 4 at (2, d) &500e c6 d8 ; path &00 (PATH_NW_SE), direction 2, length 6 at (6, c) &5010 e4 a4 ; path &00 (PATH_NW_SE), direction 1, length 1 at (4, e) &5012 d7 a8 ; path &00 (PATH_NW_SE), direction 1, length 2 at (7, d) &5014 c0 3c ; sprite &3c (SCENERY_BARRICADE_YELLOW_TOP_ONE) at (0, c) &5016 d2 3d ; sprite &3d (SCENERY_BARRICADE_YELLOW_TOP_TWO) at (2, d) &5018 e4 3c ; sprite &3c (SCENERY_BARRICADE_YELLOW_TOP_ONE) at (4, e) &501a f6 3c ; sprite &3c (SCENERY_BARRICADE_YELLOW_TOP_ONE) at (6, f) &501c 00 3b ; sprite &3b (SCENERY_BARRICADE_TWO) at (0, 0) &501e 02 2b ; sprite &2b (SCENERY_CLIFF_FOUR) at (2, 0) &5020 40 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (0, 4) &5022 42 2a ; sprite &2a (SCENERY_CAVE) at (2, 4) &5024 04 28 ; sprite &28 (SCENERY_CLIFF_TWO) at (4, 0) &5026 44 29 ; sprite &29 (SCENERY_CLIFF_THREE) at (4, 4) &5028 84 39 ; sprite &39 (SCENERY_BARRICADE_BOTTOM_ONE) at (4, 8) &502a 06 28 ; sprite &28 (SCENERY_CLIFF_TWO) at (6, 0) &502c 16 2b ; sprite &2b (SCENERY_CLIFF_FOUR) at (6, 1) &502e 76 2c ; sprite &2c (SCENERY_CAVE_TOP) at (6, 7) &5030 56 2c ; sprite &2c (SCENERY_CAVE_TOP) at (6, 5) &5032 08 3b ; sprite &3b (SCENERY_BARRICADE_TWO) at (8, 0) &5034 0a 27 ; sprite &27 (SCENERY_CLIFF_ONE) at (a, 0) &5036 0b 27 ; sprite &27 (SCENERY_CLIFF_ONE) at (b, 0) &5038 0d 27 ; sprite &27 (SCENERY_CLIFF_ONE) at (d, 0) &503a 38 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (8, 3) &503c 78 25 ; sprite &25 (SCENERY_BARRICADE_ONE) at (8, 7) &503e 89 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (9, 8) &5040 4b 29 ; sprite &29 (SCENERY_CLIFF_THREE) at (b, 4) &5042 3a 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (a, 3) &5044 5b 28 ; sprite &28 (SCENERY_CLIFF_TWO) at (b, 5) &5046 4d 3b ; sprite &3b (SCENERY_BARRICADE_TWO) at (d, 4) &5048 ad 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (d, a) &504a 7a 3b ; sprite &3b (SCENERY_BARRICADE_TWO) at (a, 7) &504c 8c 2b ; sprite &2b (SCENERY_CLIFF_FOUR) at (c, 8) &504e 7d 28 ; sprite &28 (SCENERY_CLIFF_TWO) at (d, 7) &5050 9b 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (b, 9) &5052 ff ; room_type_07_data &5053 65 d4 ; path &00 (PATH_NW_SE), direction 2, length 5 at (5, 6) &5055 55 d4 ; path &00 (PATH_NW_SE), direction 2, length 5 at (5, 5) &5057 f3 95 ; path &01 (WATER_SW_NE), direction 0, length 5 at (3, f) &5059 f5 91 ; path &01 (WATER_SW_NE), direction 0, length 4 at (5, f) &505b 67 17 ; sprite &17 (SCENERY_WALL_SW_NE_TOP) at (7, 6) &505d 87 17 ; sprite &17 (SCENERY_WALL_SW_NE_TOP) at (7, 8) &505f c7 18 ; sprite &18 (SCENERY_WALL_SW_NE_BOTTOM) at (7, c) &5061 59 17 ; sprite &17 (SCENERY_WALL_SW_NE_TOP) at (9, 5) &5063 79 17 ; sprite &17 (SCENERY_WALL_SW_NE_TOP) at (9, 7) &5065 b9 18 ; sprite &18 (SCENERY_WALL_SW_NE_BOTTOM) at (9, b) &5067 4b 17 ; sprite &17 (SCENERY_WALL_SW_NE_TOP) at (b, 4) &5069 6b 17 ; sprite &17 (SCENERY_WALL_SW_NE_TOP) at (b, 6) &506b ab 18 ; sprite &18 (SCENERY_WALL_SW_NE_BOTTOM) at (b, a) &506d 01 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (1, 0) &506f 03 39 ; sprite &39 (SCENERY_BARRICADE_BOTTOM_ONE) at (3, 0) &5071 05 39 ; sprite &39 (SCENERY_BARRICADE_BOTTOM_ONE) at (5, 0) &5073 07 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (7, 0) &5075 16 03 ; sprite &03 (SCENERY_ROCK) at (6, 1) &5077 19 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (9, 1) &5079 09 3b ; sprite &3b (SCENERY_BARRICADE_TWO) at (9, 0) &507b 0b 28 ; sprite &28 (SCENERY_CLIFF_TWO) at (b, 0) &507d 2b 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (b, 2) &507f 0d 3b ; sprite &3b (SCENERY_BARRICADE_TWO) at (d, 0) &5081 4d 2b ; sprite &2b (SCENERY_CLIFF_FOUR) at (d, 4) &5083 8d 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (d, 8) &5085 5c 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (c, 5) &5087 8b 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (b, 8) &5089 8d 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (d, 8) &508b 30 3d ; sprite &3d (SCENERY_BARRICADE_YELLOW_TOP_TWO) at (0, 3) &508d 41 3c ; sprite &3c (SCENERY_BARRICADE_YELLOW_TOP_ONE) at (1, 4) &508f 43 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (3, 4) &5091 65 3c ; sprite &3c (SCENERY_BARRICADE_YELLOW_TOP_ONE) at (5, 6) &5093 83 39 ; sprite &39 (SCENERY_BARRICADE_BOTTOM_ONE) at (3, 8) &5095 81 29 ; sprite &29 (SCENERY_CLIFF_THREE) at (1, 8) &5097 70 2b ; sprite &2b (SCENERY_CLIFF_FOUR) at (0, 7) &5099 b0 25 ; sprite &25 (SCENERY_BARRICADE_ONE) at (0, b) &509b c1 28 ; sprite &28 (SCENERY_CLIFF_TWO) at (1, c) &509d d0 2b ; sprite &2b (SCENERY_CLIFF_FOUR) at (0, d) &509f 93 27 ; sprite &27 (SCENERY_CLIFF_ONE) at (3, 9) &50a1 c3 2b ; sprite &2b (SCENERY_CLIFF_FOUR) at (3, c) &50a3 85 2b ; sprite &2b (SCENERY_CLIFF_FOUR) at (5, 8) &50a5 c5 3b ; sprite &3b (SCENERY_BARRICADE_TWO) at (5, c) &50a7 a6 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (6, a) &50a9 d5 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (5, d) &50ab d7 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (7, d) &50ad ff ; room_type_08_data &50ae 66 d8 ; path &00 (PATH_NW_SE), direction 2, length 6 at (6, 6) &50b0 76 d0 ; path &00 (PATH_NW_SE), direction 2, length 4 at (6, 7) &50b2 94 f5 ; path &01 (WATER_SW_NE), direction 3, length 5 at (4, 9) &50b4 96 f9 ; path &01 (WATER_SW_NE), direction 3, length 6 at (6, 9) &50b6 86 91 ; path &01 (WATER_SW_NE), direction 0, length 4 at (6, 8) &50b8 88 8d ; path &01 (WATER_SW_NE), direction 0, length 3 at (8, 8) &50ba 84 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (4, 8) &50bc 73 1d ; sprite &1d (SCENERY_POINTY_ROCK_BOTTOM) at (3, 7) &50be 61 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (1, 6) &50c0 82 26 ; sprite &26 (SCENERY_POINTY_ROCK) at (2, 8) &50c2 50 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (0, 5) &50c4 90 39 ; sprite &39 (SCENERY_BARRICADE_BOTTOM_ONE) at (0, 9) &50c6 26 1f ; sprite &1f (SCENERY_ROCK_BOTTOM) at (6, 2) &50c8 07 12 ; sprite &12 (SCENERY_TREE_SIX_LEFT) at (7, 0) &50ca 09 13 ; sprite &13 (SCENERY_TREE_SIX_RIGHT) at (9, 0) &50cc 0c 10 ; sprite &10 (SCENERY_TREE_FIVE_TOP_LEFT) at (c, 0) &50ce 0e 11 ; sprite &11 (SCENERY_TREE_FIVE_TOP_RIGHT) at (e, 0) &50d0 e4 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (4, e) &50d2 e6 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (6, e) &50d4 c9 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (9, c) &50d6 cb 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (b, c) &50d8 d7 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (7, d) &50da d9 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (9, d) &50dc bd 10 ; sprite &10 (SCENERY_TREE_FIVE_TOP_LEFT) at (d, b) &50de eb 22 ; sprite &22 (SCENERY_RED_BUSH_LEFT) at (b, e) &50e0 ed 23 ; sprite &23 (SCENERY_RED_BUSH_RIGHT) at (d, e) &50e2 ff ; room_type_09_data &50e3 b2 f1 ; path &01 (WATER_SW_NE), direction 3, length 4 at (2, b) &50e5 96 91 ; path &01 (WATER_SW_NE), direction 0, length 4 at (6, 9) &50e7 a2 d2 ; path &02 (WATER_NW_SE), direction 2, length 4 at (2, a) &50e9 a7 de ; path &02 (WATER_NW_SE), direction 2, length 7 at (7, a) &50eb b4 b2 ; path &02 (WATER_NW_SE), direction 1, length 4 at (4, b) &50ed b9 aa ; path &02 (WATER_NW_SE), direction 1, length 2 at (9, b) &50ef 02 0a ; sprite &0a (SCENERY_TREE_THREE) at (2, 0) &50f1 44 32 ; sprite &32 (SCENERY_YELLOW_GRASS) at (4, 4) &50f3 55 32 ; sprite &32 (SCENERY_YELLOW_GRASS) at (5, 5) &50f5 06 06 ; sprite &06 (SCENERY_TREE_TWO) at (6, 0) &50f7 47 03 ; sprite &03 (SCENERY_ROCK) at (7, 4) &50f9 67 0b ; sprite &0b (SCENERY_POST_TOP) at (7, 6) &50fb 29 02 ; sprite &02 (SCENERY_TREE_ONE) at (9, 2) &50fd 1b 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (b, 1) &50ff 1d 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (d, 1) &5101 59 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (9, 5) &5103 b0 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (0, b) &5105 e5 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (5, e) &5107 e7 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (7, e) &5109 f9 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (9, f) &510b f4 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (4, f) &510d 93 0b ; sprite &0b (SCENERY_POST_TOP) at (3, 9) &510f c9 0b ; sprite &0b (SCENERY_POST_TOP) at (9, c) &5111 9d 0b ; sprite &0b (SCENERY_POST_TOP) at (d, 9) &5113 95 0c ; sprite &0c (SCENERY_STEPPING_STONE) at (5, 9) &5115 88 0c ; sprite &0c (SCENERY_STEPPING_STONE) at (8, 8) &5117 b8 0c ; sprite &0c (SCENERY_STEPPING_STONE) at (8, b) &5119 ff ; room_type_0a_data &511a 73 e5 ; path &01 (WATER_SW_NE), direction 3, length 1 at (3, 7) &511c 85 e5 ; path &01 (WATER_SW_NE), direction 3, length 1 at (5, 8) &511e 91 b8 ; path &00 (PATH_NW_SE), direction 1, length 6 at (1, 9) &5120 63 d6 ; path &02 (WATER_NW_SE), direction 2, length 5 at (3, 6) &5122 75 b2 ; path &02 (WATER_NW_SE), direction 1, length 4 at (5, 7) &5124 44 d2 ; path &02 (WATER_NW_SE), direction 2, length 4 at (4, 4) &5126 56 b2 ; path &02 (WATER_NW_SE), direction 1, length 4 at (6, 5) &5128 01 ba ; path &02 (WATER_NW_SE), direction 1, length 6 at (1, 0) &512a 06 b2 ; path &02 (WATER_NW_SE), direction 1, length 4 at (6, 0) &512c 0b a6 ; path &02 (WATER_NW_SE), direction 1, length 1 at (b, 0) &512e 40 06 ; sprite &06 (SCENERY_TREE_TWO) at (0, 4) &5130 61 06 ; sprite &06 (SCENERY_TREE_TWO) at (1, 6) &5132 70 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (0, 7) &5134 b0 06 ; sprite &06 (SCENERY_TREE_TWO) at (0, b) &5136 a1 06 ; sprite &06 (SCENERY_TREE_TWO) at (1, a) &5138 e0 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (0, e) &513a e2 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (2, e) &513c c4 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (4, c) &513e c6 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (6, c) &5140 d3 02 ; sprite &02 (SCENERY_TREE_ONE) at (3, d) &5142 e9 03 ; sprite &03 (SCENERY_ROCK) at (9, e) &5144 99 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (9, 9) &5146 9b 32 ; sprite &32 (SCENERY_YELLOW_GRASS) at (b, 9) &5148 bd 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (d, b) &514a 69 0d ; sprite &0d (SCENERY_YELLOW_STEPPING_STONE_ONE) at (9, 6) &514c 39 0e ; sprite &0e (SCENERY_YELLOW_STEPPING_STONE_TWO) at (9, 3) &514e 2c 0e ; sprite &0e (SCENERY_YELLOW_STEPPING_STONE_TWO) at (c, 2) &5150 1d 0d ; sprite &0d (SCENERY_YELLOW_STEPPING_STONE_ONE) at (d, 1) &5152 2d 0d ; sprite &0d (SCENERY_YELLOW_STEPPING_STONE_ONE) at (d, 2) &5154 4d 0e ; sprite &0e (SCENERY_YELLOW_STEPPING_STONE_TWO) at (d, 4) &5156 36 0d ; sprite &0d (SCENERY_YELLOW_STEPPING_STONE_ONE) at (6, 3) &5158 8c 0e ; sprite &0e (SCENERY_YELLOW_STEPPING_STONE_TWO) at (c, 8) &515a 20 0d ; sprite &0d (SCENERY_YELLOW_STEPPING_STONE_ONE) at (0, 2) &515c 46 0e ; sprite &0e (SCENERY_YELLOW_STEPPING_STONE_TWO) at (6, 4) &515e ff ; room_type_0b_data &515f b1 89 ; path &01 (WATER_SW_NE), direction 0, length 2 at (1, b) &5161 a0 8d ; path &01 (WATER_SW_NE), direction 0, length 3 at (0, a) &5163 97 ac ; path &00 (PATH_NW_SE), direction 1, length 3 at (7, 9) &5165 87 ac ; path &00 (PATH_NW_SE), direction 1, length 3 at (7, 8) &5167 f0 ce ; path &02 (WATER_NW_SE), direction 2, length 3 at (0, f) &5169 f2 d2 ; path &02 (WATER_NW_SE), direction 2, length 4 at (2, f) &516b f7 de ; path &02 (WATER_NW_SE), direction 2, length 7 at (7, f) &516d f0 0e ; sprite &0e (SCENERY_YELLOW_STEPPING_STONE_TWO) at (0, f) &516f d0 0d ; sprite &0d (SCENERY_YELLOW_STEPPING_STONE_ONE) at (0, d) &5171 c2 0e ; sprite &0e (SCENERY_YELLOW_STEPPING_STONE_TWO) at (2, c) &5173 e5 0e ; sprite &0e (SCENERY_YELLOW_STEPPING_STONE_TWO) at (5, e) &5175 fb 0d ; sprite &0d (SCENERY_YELLOW_STEPPING_STONE_ONE) at (b, f) &5177 10 12 ; sprite &12 (SCENERY_TREE_SIX_LEFT) at (0, 1) &5179 12 13 ; sprite &13 (SCENERY_TREE_SIX_RIGHT) at (2, 1) &517b 40 06 ; sprite &06 (SCENERY_TREE_TWO) at (0, 4) &517d 35 32 ; sprite &32 (SCENERY_YELLOW_GRASS) at (5, 3) &517f 44 32 ; sprite &32 (SCENERY_YELLOW_GRASS) at (4, 4) &5181 70 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (0, 7) &5183 72 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (2, 7) &5185 40 06 ; sprite &06 (SCENERY_TREE_TWO) at (0, 4) &5187 51 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (1, 5) &5189 53 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (3, 5) &518b 46 02 ; sprite &02 (SCENERY_TREE_ONE) at (6, 4) &518d 48 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (8, 4) &518f 4a 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (a, 4) &5191 5c 03 ; sprite &03 (SCENERY_ROCK) at (c, 5) &5193 6b 26 ; sprite &26 (SCENERY_POINTY_ROCK) at (b, 6) &5195 3e 03 ; sprite &03 (SCENERY_ROCK) at (e, 3) &5197 c9 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (9, c) &5199 cb 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (b, c) &519b dc 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (c, d) &519d ed 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (d, e) &519f ff ; room_type_0c_data &51a0 b6 b0 ; path &00 (PATH_NW_SE), direction 1, length 4 at (6, b) &51a2 b0 cc ; path &00 (PATH_NW_SE), direction 2, length 3 at (0, b) &51a4 b0 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (0, b) &51a6 c2 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (2, c) &51a8 c4 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (4, c) &51aa c6 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (6, c) &51ac a4 b4 ; path &00 (PATH_NW_SE), direction 1, length 5 at (4, a) &51ae a2 99 ; path &01 (WATER_SW_NE), direction 0, length 6 at (2, a) &51b0 a4 95 ; path &01 (WATER_SW_NE), direction 0, length 5 at (4, a) &51b2 d0 06 ; sprite &06 (SCENERY_TREE_TWO) at (0, d) &51b4 e2 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (2, e) &51b6 e4 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (4, e) &51b8 e6 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (6, e) &51ba e5 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (5, e) &51bc d9 06 ; sprite &06 (SCENERY_TREE_TWO) at (9, d) &51be e8 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (8, e) &51c0 fa 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (a, f) &51c2 34 12 ; sprite &12 (SCENERY_TREE_SIX_LEFT) at (4, 3) &51c4 ad 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (d, a) &51c6 01 0f ; sprite &0f (SCENERY_TREE_FOUR_BOTTOM_RIGHT) at (1, 0) &51c8 40 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (0, 4) &51ca 51 06 ; sprite &06 (SCENERY_TREE_TWO) at (1, 5) &51cc 60 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (0, 6) &51ce 63 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (3, 6) &51d0 72 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (2, 7) &51d2 74 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (4, 7) &51d4 28 06 ; sprite &06 (SCENERY_TREE_TWO) at (8, 2) &51d6 19 10 ; sprite &10 (SCENERY_TREE_FIVE_TOP_LEFT) at (9, 1) &51d8 1b 11 ; sprite &11 (SCENERY_TREE_FIVE_TOP_RIGHT) at (b, 1) &51da 16 06 ; sprite &06 (SCENERY_TREE_TWO) at (6, 1) &51dc 27 06 ; sprite &06 (SCENERY_TREE_TWO) at (7, 2) &51de 36 13 ; sprite &13 (SCENERY_TREE_SIX_RIGHT) at (6, 3) &51e0 0d 0a ; sprite &0a (SCENERY_TREE_THREE) at (d, 0) &51e2 ff ; room_type_0d_data &51e3 65 b0 ; path &00 (PATH_NW_SE), direction 1, length 4 at (5, 6) &51e5 74 b4 ; path &00 (PATH_NW_SE), direction 1, length 5 at (4, 7) &51e7 61 ed ; path &01 (WATER_SW_NE), direction 3, length 3 at (1, 6) &51e9 64 f5 ; path &01 (WATER_SW_NE), direction 3, length 5 at (4, 6) &51eb 53 95 ; path &01 (WATER_SW_NE), direction 0, length 5 at (3, 5) &51ed 56 91 ; path &01 (WATER_SW_NE), direction 0, length 4 at (6, 5) &51ef 05 0a ; sprite &0a (SCENERY_TREE_THREE) at (5, 0) &51f1 17 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (7, 1) &51f3 12 06 ; sprite &06 (SCENERY_TREE_TWO) at (2, 1) &51f5 21 06 ; sprite &06 (SCENERY_TREE_TWO) at (1, 2) &51f7 50 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (0, 5) &51f9 5d 03 ; sprite &03 (SCENERY_ROCK) at (d, 5) &51fb 6e 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (e, 6) &51fd 96 26 ; sprite &26 (SCENERY_POINTY_ROCK) at (6, 9) &51ff a4 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (4, a) &5201 a6 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (6, a) &5203 a6 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (6, a) &5205 a8 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (8, a) &5207 c0 10 ; sprite &10 (SCENERY_TREE_FIVE_TOP_LEFT) at (0, c) &5209 c2 11 ; sprite &11 (SCENERY_TREE_FIVE_TOP_RIGHT) at (2, c) &520b c4 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (4, c) &520d c6 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (6, c) &520f c7 1d ; sprite &1d (SCENERY_POINTY_ROCK_BOTTOM) at (7, c) &5211 e3 06 ; sprite &06 (SCENERY_TREE_TWO) at (3, e) &5213 f0 03 ; sprite &03 (SCENERY_ROCK) at (0, f) &5215 f5 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (5, f) &5217 e7 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (7, e) &5219 ea 32 ; sprite &32 (SCENERY_YELLOW_GRASS) at (a, e) &521b ca 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (a, c) &521d dc 06 ; sprite &06 (SCENERY_TREE_TWO) at (c, d) &521f ed 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (d, e) &5221 ff ; room_type_0e_data &5222 60 ed ; path &01 (WATER_SW_NE), direction 3, length 3 at (0, 6) &5224 72 f1 ; path &01 (WATER_SW_NE), direction 3, length 4 at (2, 7) &5226 52 b8 ; path &00 (PATH_NW_SE), direction 1, length 6 at (2, 5) &5228 74 b4 ; path &00 (PATH_NW_SE), direction 1, length 5 at (4, 7) &522a 00 0f ; sprite &0f (SCENERY_TREE_FOUR_BOTTOM_RIGHT) at (0, 0) &522c 40 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (0, 4) &522e 02 06 ; sprite &06 (SCENERY_TREE_TWO) at (2, 0) &5230 21 06 ; sprite &06 (SCENERY_TREE_TWO) at (1, 2) &5232 17 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (7, 1) &5234 47 39 ; sprite &39 (SCENERY_BARRICADE_BOTTOM_ONE) at (7, 4) &5236 48 03 ; sprite &03 (SCENERY_ROCK) at (8, 4) &5238 23 2e ; sprite &2e (SCENERY_HUT_LEFT) at (3, 2) &523a 25 2f ; sprite &2f (SCENERY_HUT_RIGHT) at (5, 2) &523c 09 0f ; sprite &0f (SCENERY_TREE_FOUR_BOTTOM_RIGHT) at (9, 0) &523e 0b 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (b, 0) &5240 1a 0f ; sprite &0f (SCENERY_TREE_FOUR_BOTTOM_RIGHT) at (a, 1) &5242 1d 02 ; sprite &02 (SCENERY_TREE_ONE) at (d, 1) &5244 0e 30 ; sprite &30 (SCENERY_BAMBOO_FENCE_TOP) at (e, 0) &5246 4e 31 ; sprite &31 (SCENERY_BAMBOO_FENCE_BOTTOM) at (e, 4) &5248 3c 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (c, 3) &524a b1 0a ; sprite &0a (SCENERY_TREE_THREE) at (1, b) &524c d0 06 ; sprite &06 (SCENERY_TREE_TWO) at (0, d) &524e e2 32 ; sprite &32 (SCENERY_YELLOW_GRASS) at (2, e) &5250 a5 10 ; sprite &10 (SCENERY_TREE_FIVE_TOP_LEFT) at (5, a) &5252 a7 11 ; sprite &11 (SCENERY_TREE_FIVE_TOP_RIGHT) at (7, a) &5254 b9 06 ; sprite &06 (SCENERY_TREE_TWO) at (9, b) &5256 d7 02 ; sprite &02 (SCENERY_TREE_ONE) at (7, d) &5258 db 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (b, d) &525a dd 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (d, d) &525c ea 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (a, e) &525e ec 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (c, e) &5260 ee 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (e, e) &5262 ff ; room_type_0f_data &5263 03 ed ; path &01 (WATER_SW_NE), direction 3, length 3 at (3, 0) &5265 97 d4 ; path &00 (PATH_NW_SE), direction 2, length 5 at (7, 9) &5267 d2 99 ; path &01 (WATER_SW_NE), direction 0, length 6 at (2, d) &5269 d4 95 ; path &01 (WATER_SW_NE), direction 0, length 5 at (4, d) &526b d0 cc ; path &00 (PATH_NW_SE), direction 2, length 3 at (0, d) &526d d2 d0 ; path &00 (PATH_NW_SE), direction 2, length 4 at (2, d) &526f e2 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (2, e) &5271 e4 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (4, e) &5273 e6 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (6, e) &5275 e8 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (8, e) &5277 e0 1d ; sprite &1d (SCENERY_POINTY_ROCK_BOTTOM) at (0, e) &5279 eb 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (b, e) &527b dd 30 ; sprite &30 (SCENERY_BAMBOO_FENCE_TOP) at (d, d) &527d ce 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (e, c) &527f 24 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (4, 2) &5281 34 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (4, 3) &5283 44 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (4, 4) &5285 00 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (0, 0) &5287 30 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (0, 3) &5289 72 02 ; sprite &02 (SCENERY_TREE_ONE) at (2, 7) &528b 93 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (3, 9) &528d 84 1d ; sprite &1d (SCENERY_POINTY_ROCK_BOTTOM) at (4, 8) &528f a5 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (5, a) &5291 a6 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (6, a) &5293 08 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (8, 0) &5295 38 39 ; sprite &39 (SCENERY_BARRICADE_BOTTOM_ONE) at (8, 3) &5297 17 22 ; sprite &22 (SCENERY_RED_BUSH_LEFT) at (7, 1) &5299 37 39 ; sprite &39 (SCENERY_BARRICADE_BOTTOM_ONE) at (7, 3) &529b 46 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (6, 4) &529d 47 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (7, 4) &529f 38 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (8, 3) &52a1 49 02 ; sprite &02 (SCENERY_TREE_ONE) at (9, 4) &52a3 2a 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (a, 2) &52a5 1b 12 ; sprite &12 (SCENERY_TREE_SIX_LEFT) at (b, 1) &52a7 1d 13 ; sprite &13 (SCENERY_TREE_SIX_RIGHT) at (d, 1) &52a9 4b 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (b, 4) &52ab 5c 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (c, 5) &52ad 7c 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (c, 7) &52af 3e 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (e, 3) &52b1 6d 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (d, 6) &52b3 f9 32 ; sprite &32 (SCENERY_YELLOW_GRASS) at (9, f) &52b5 a9 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (9, a) &52b7 33 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (3, 3) &52b9 ff ; room_type_10_data &52ba 84 f1 ; path &01 (WATER_SW_NE), direction 3, length 4 at (4, 8) &52bc 86 f9 ; path &01 (WATER_SW_NE), direction 3, length 6 at (6, 8) &52be 76 8d ; path &01 (WATER_SW_NE), direction 0, length 3 at (6, 7) &52c0 78 8d ; path &01 (WATER_SW_NE), direction 0, length 3 at (8, 7) &52c2 26 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (6, 2) &52c4 54 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (4, 5) &52c6 17 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (7, 1) &52c8 ac 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (c, a) &52ca cb 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (b, c) &52cc 9d 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (d, 9) &52ce cd 39 ; sprite &39 (SCENERY_BARRICADE_BOTTOM_ONE) at (d, c) &52d0 dd 06 ; sprite &06 (SCENERY_TREE_TWO) at (d, d) &52d2 db 06 ; sprite &06 (SCENERY_TREE_TWO) at (b, d) &52d4 d7 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (7, d) &52d6 d9 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (9, d) &52d8 e8 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (8, e) &52da ea 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (a, e) &52dc e4 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (4, e) &52de e6 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (6, e) &52e0 0c 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (c, 0) &52e2 1d 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (d, 1) &52e4 1b 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (b, 1) &52e6 19 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (9, 1) &52e8 29 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (9, 2) &52ea 2b 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (b, 2) &52ec 4a 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (a, 4) &52ee 49 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (9, 4) &52f0 07 0f ; sprite &0f (SCENERY_TREE_FOUR_BOTTOM_RIGHT) at (7, 0) &52f2 47 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (7, 4) &52f4 56 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (6, 5) &52f6 20 06 ; sprite &06 (SCENERY_TREE_TWO) at (0, 2) &52f8 00 12 ; sprite &12 (SCENERY_TREE_SIX_LEFT) at (0, 0) &52fa 02 13 ; sprite &13 (SCENERY_TREE_SIX_RIGHT) at (2, 0) &52fc 44 0f ; sprite &0f (SCENERY_TREE_FOUR_BOTTOM_RIGHT) at (4, 4) &52fe 23 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (3, 2) &5300 35 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (5, 3) &5302 32 06 ; sprite &06 (SCENERY_TREE_TWO) at (2, 3) &5304 41 06 ; sprite &06 (SCENERY_TREE_TWO) at (1, 4) &5306 50 06 ; sprite &06 (SCENERY_TREE_TWO) at (0, 5) &5308 80 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (0, 8) &530a 62 02 ; sprite &02 (SCENERY_TREE_ONE) at (2, 6) &530c 75 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (5, 7) &530e 14 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (4, 1) &5310 34 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (4, 3) &5312 ff ; room_type_11_data &5313 82 f1 ; path &01 (WATER_SW_NE), direction 3, length 4 at (2, 8) &5315 84 f5 ; path &01 (WATER_SW_NE), direction 3, length 5 at (4, 8) &5317 74 95 ; path &01 (WATER_SW_NE), direction 0, length 5 at (4, 7) &5319 76 91 ; path &01 (WATER_SW_NE), direction 0, length 4 at (6, 7) &531b 00 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (0, 0) &531d 00 06 ; sprite &06 (SCENERY_TREE_TWO) at (0, 0) &531f 11 06 ; sprite &06 (SCENERY_TREE_TWO) at (1, 1) &5321 23 06 ; sprite &06 (SCENERY_TREE_TWO) at (3, 2) &5323 35 06 ; sprite &06 (SCENERY_TREE_TWO) at (5, 3) &5325 30 06 ; sprite &06 (SCENERY_TREE_TWO) at (0, 3) &5327 32 06 ; sprite &06 (SCENERY_TREE_TWO) at (2, 3) &5329 50 06 ; sprite &06 (SCENERY_TREE_TWO) at (0, 5) &532b 43 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (3, 4) &532d 45 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (5, 4) &532f 53 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (3, 5) &5331 51 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (1, 5) &5333 62 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (2, 6) &5335 64 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (4, 6) &5337 70 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (0, 7) &5339 72 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (2, 7) &533b 07 0f ; sprite &0f (SCENERY_TREE_FOUR_BOTTOM_RIGHT) at (7, 0) &533d 0b 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (b, 0) &533f 1a 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (a, 1) &5341 ba 03 ; sprite &03 (SCENERY_ROCK) at (a, b) &5343 ac 10 ; sprite &10 (SCENERY_TREE_FIVE_TOP_LEFT) at (c, a) &5345 ae 11 ; sprite &11 (SCENERY_TREE_FIVE_TOP_RIGHT) at (e, a) &5347 e0 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (0, e) &5349 e2 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (2, e) &534b d4 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (4, d) &534d d6 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (6, d) &534f e3 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (3, e) &5351 e5 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (5, e) &5353 c8 1d ; sprite &1d (SCENERY_POINTY_ROCK_BOTTOM) at (8, c) &5355 e7 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (7, e) &5357 e9 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (9, e) &5359 da 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (a, d) &535b 80 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (0, 8) &535d ff ; room_type_12_data &535e b4 f1 ; path &01 (WATER_SW_NE), direction 3, length 4 at (4, b) &5360 b7 f1 ; path &01 (WATER_SW_NE), direction 3, length 4 at (7, b) &5362 a4 d4 ; path &00 (PATH_NW_SE), direction 2, length 5 at (4, a) &5364 a7 dc ; path &00 (PATH_NW_SE), direction 2, length 7 at (7, a) &5366 ea 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (a, e) &5368 02 12 ; sprite &12 (SCENERY_TREE_SIX_LEFT) at (2, 0) &536a 04 13 ; sprite &13 (SCENERY_TREE_SIX_RIGHT) at (4, 0) &536c 26 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (6, 2) &536e 07 0f ; sprite &0f (SCENERY_TREE_FOUR_BOTTOM_RIGHT) at (7, 0) &5370 21 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (1, 2) &5372 34 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (4, 3) &5374 36 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (6, 3) &5376 29 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (9, 2) &5378 38 32 ; sprite &32 (SCENERY_YELLOW_GRASS) at (8, 3) &537a 45 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (5, 4) &537c 47 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (7, 4) &537e 58 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (8, 5) &5380 4a 0e ; sprite &0e (SCENERY_YELLOW_STEPPING_STONE_TWO) at (a, 4) &5382 5a 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (a, 5) &5384 6a 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (a, 6) &5386 6c 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (c, 6) &5388 3d 06 ; sprite &06 (SCENERY_TREE_TWO) at (d, 3) &538a 5c 06 ; sprite &06 (SCENERY_TREE_TWO) at (c, 5) &538c 5e 06 ; sprite &06 (SCENERY_TREE_TWO) at (e, 5) &538e 8d 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (d, 8) &5390 cd 29 ; sprite &29 (SCENERY_CLIFF_THREE) at (d, c) &5392 ac 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (c, a) &5394 dc 3b ; sprite &3b (SCENERY_BARRICADE_TWO) at (c, d) &5396 a2 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (2, a) &5398 e9 22 ; sprite &22 (SCENERY_RED_BUSH_LEFT) at (9, e) &539a 90 06 ; sprite &06 (SCENERY_TREE_TWO) at (0, 9) &539c 91 02 ; sprite &02 (SCENERY_TREE_ONE) at (1, 9) &539e a0 02 ; sprite &02 (SCENERY_TREE_ONE) at (0, a) &53a0 ff ; room_type_13_data &53a1 52 ed ; path &01 (WATER_SW_NE), direction 3, length 3 at (2, 5) &53a3 54 f5 ; path &01 (WATER_SW_NE), direction 3, length 5 at (4, 5) &53a5 54 b4 ; path &00 (PATH_NW_SE), direction 1, length 5 at (4, 5) &53a7 56 b0 ; path &00 (PATH_NW_SE), direction 1, length 4 at (6, 5) &53a9 47 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (7, 4) &53ab 48 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (8, 4) &53ad e1 32 ; sprite &32 (SCENERY_YELLOW_GRASS) at (1, e) &53af e3 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (3, e) &53b1 a4 06 ; sprite &06 (SCENERY_TREE_TWO) at (4, a) &53b3 a6 06 ; sprite &06 (SCENERY_TREE_TWO) at (6, a) &53b5 e5 03 ; sprite &03 (SCENERY_ROCK) at (5, e) &53b7 9a 03 ; sprite &03 (SCENERY_ROCK) at (a, 9) &53b9 ac 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (c, a) &53bb ae 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (e, a) &53bd a9 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (9, a) &53bf ab 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (b, a) &53c1 bb 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (b, b) &53c3 bd 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (d, b) &53c5 d8 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (8, d) &53c7 da 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (a, d) &53c9 db 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (b, d) &53cb dd 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (d, d) &53cd c8 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (8, c) &53cf ca 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (a, c) &53d1 cd 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (d, c) &53d3 d7 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (7, d) &53d5 00 06 ; sprite &06 (SCENERY_TREE_TWO) at (0, 0) &53d7 11 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (1, 1) &53d9 21 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (1, 2) &53db 23 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (3, 2) &53dd 30 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (0, 3) &53df 31 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (1, 3) &53e1 40 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (0, 4) &53e3 05 06 ; sprite &06 (SCENERY_TREE_TWO) at (5, 0) &53e5 17 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (7, 1) &53e7 19 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (9, 1) &53e9 35 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (5, 3) &53eb 37 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (7, 3) &53ed 34 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (4, 3) &53ef 4a 03 ; sprite &03 (SCENERY_ROCK) at (a, 4) &53f1 0e 0a ; sprite &0a (SCENERY_TREE_THREE) at (e, 0) &53f3 2d 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (d, 2) &53f5 3c 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (c, 3) &53f7 3e 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (e, 3) &53f9 4e 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (e, 4) &53fb ff ; room_type_14_data &53fc b0 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (0, b) &53fe b2 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (2, b) &5400 b4 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (4, b) &5402 b6 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (6, b) &5404 a0 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (0, a) &5406 a0 cc ; path &00 (PATH_NW_SE), direction 2, length 3 at (0, a) &5408 a0 9d ; path &01 (WATER_SW_NE), direction 0, length 7 at (0, a) &540a a2 99 ; path &01 (WATER_SW_NE), direction 0, length 6 at (2, a) &540c 33 ac ; path &00 (PATH_NW_SE), direction 1, length 3 at (3, 3) &540e 13 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (3, 1) &5410 01 0f ; sprite &0f (SCENERY_TREE_FOUR_BOTTOM_RIGHT) at (1, 0) &5412 00 0f ; sprite &0f (SCENERY_TREE_FOUR_BOTTOM_RIGHT) at (0, 0) &5414 20 0f ; sprite &0f (SCENERY_TREE_FOUR_BOTTOM_RIGHT) at (0, 2) &5416 21 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (1, 2) &5418 23 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (3, 2) &541a 41 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (1, 4) &541c 50 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (0, 5) &541e 52 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (2, 5) &5420 61 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (1, 6) &5422 63 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (3, 6) &5424 05 2e ; sprite &2e (SCENERY_HUT_LEFT) at (5, 0) &5426 07 2f ; sprite &2f (SCENERY_HUT_RIGHT) at (7, 0) &5428 45 03 ; sprite &03 (SCENERY_ROCK) at (5, 4) &542a 19 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (9, 1) &542c 0c 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (c, 0) &542e 1b 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (b, 1) &5430 0e 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (e, 0) &5432 d1 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (1, d) &5434 e0 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (0, e) &5436 e2 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (2, e) &5438 d5 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (5, d) &543a e4 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (4, e) &543c e6 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (6, e) &543e e9 32 ; sprite &32 (SCENERY_YELLOW_GRASS) at (9, e) &5440 ad 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (d, a) &5442 be 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (e, b) &5444 bc 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (c, b) &5446 cb 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (b, c) &5448 dc 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (c, d) &544a ec 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (c, e) &544c ee 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (e, e) &544e ff ; room_type_15_data &544f 68 fd ; path &01 (WATER_SW_NE), direction 3, length 7 at (8, 6) &5451 88 fd ; path &01 (WATER_SW_NE), direction 3, length 7 at (8, 8) &5453 a2 b4 ; path &00 (PATH_NW_SE), direction 1, length 5 at (2, a) &5455 a3 b4 ; path &00 (PATH_NW_SE), direction 1, length 5 at (3, a) &5457 51 23 ; sprite &23 (SCENERY_RED_BUSH_RIGHT) at (1, 5) &5459 e2 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (2, e) &545b e4 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (4, e) &545d f5 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (5, f) &545f f7 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (7, f) &5461 d7 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (7, d) &5463 e8 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (8, e) &5465 30 24 ; sprite &24 (SCENERY_BARRICADE_TOP) at (0, 3) &5467 60 3a ; sprite &3a (SCENERY_BARRICADE_BOTTOM_TWO) at (0, 6) &5469 90 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (0, 9) &546b 53 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (3, 5) &546d 62 02 ; sprite &02 (SCENERY_TREE_ONE) at (2, 6) &546f 44 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (4, 4) &5471 26 30 ; sprite &30 (SCENERY_BAMBOO_FENCE_TOP) at (6, 2) &5473 46 31 ; sprite &31 (SCENERY_BAMBOO_FENCE_BOTTOM) at (6, 4) &5475 64 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (4, 6) &5477 66 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (6, 6) &5479 07 30 ; sprite &30 (SCENERY_BAMBOO_FENCE_TOP) at (7, 0) &547b 47 31 ; sprite &31 (SCENERY_BAMBOO_FENCE_BOTTOM) at (7, 4) &547d 09 31 ; sprite &31 (SCENERY_BAMBOO_FENCE_BOTTOM) at (9, 0) &547f 39 30 ; sprite &30 (SCENERY_BAMBOO_FENCE_TOP) at (9, 3) &5481 0b 31 ; sprite &31 (SCENERY_BAMBOO_FENCE_BOTTOM) at (b, 0) &5483 3b 30 ; sprite &30 (SCENERY_BAMBOO_FENCE_TOP) at (b, 3) &5485 7b 31 ; sprite &31 (SCENERY_BAMBOO_FENCE_BOTTOM) at (b, 7) &5487 0d 31 ; sprite &31 (SCENERY_BAMBOO_FENCE_BOTTOM) at (d, 0) &5489 3d 31 ; sprite &31 (SCENERY_BAMBOO_FENCE_BOTTOM) at (d, 3) &548b 6d 31 ; sprite &31 (SCENERY_BAMBOO_FENCE_BOTTOM) at (d, 6) &548d 8c 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (c, 8) &548f 8e 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (e, 8) &5491 ff ; room_type_16_data &5492 84 95 ; path &01 (WATER_SW_NE), direction 0, length 5 at (4, 8) &5494 88 8d ; path &01 (WATER_SW_NE), direction 0, length 3 at (8, 8) &5496 92 f1 ; path &01 (WATER_SW_NE), direction 3, length 4 at (2, 9) &5498 96 f9 ; path &01 (WATER_SW_NE), direction 3, length 6 at (6, 9) &549a 00 19 ; sprite &19 (SCENERY_WALL_NW_SE_TOP) at (0, 0) &549c 12 19 ; sprite &19 (SCENERY_WALL_NW_SE_TOP) at (2, 1) &549e 24 19 ; sprite &19 (SCENERY_WALL_NW_SE_TOP) at (4, 2) &54a0 36 19 ; sprite &19 (SCENERY_WALL_NW_SE_TOP) at (6, 3) &54a2 40 1a ; sprite &1a (SCENERY_WALL_NW_SE_BOTTOM) at (0, 4) &54a4 52 1a ; sprite &1a (SCENERY_WALL_NW_SE_BOTTOM) at (2, 5) &54a6 64 1a ; sprite &1a (SCENERY_WALL_NW_SE_BOTTOM) at (4, 6) &54a8 27 15 ; sprite &15 (SCENERY_BIG_POST_TOP) at (7, 2) &54aa 67 16 ; sprite &16 (SCENERY_BIG_POST_BOTTOM) at (7, 6) &54ac 8e 15 ; sprite &15 (SCENERY_BIG_POST_TOP) at (e, 8) &54ae ce 16 ; sprite &16 (SCENERY_BIG_POST_BOTTOM) at (e, c) &54b0 15 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (5, 1) &54b2 09 12 ; sprite &12 (SCENERY_TREE_SIX_LEFT) at (9, 0) &54b4 0b 13 ; sprite &13 (SCENERY_TREE_SIX_RIGHT) at (b, 0) &54b6 29 02 ; sprite &02 (SCENERY_TREE_ONE) at (9, 2) &54b8 64 37 ; sprite &37 (SCENERY_DRAGON_LEFT) at (4, 6) &54ba 66 38 ; sprite &38 (SCENERY_DRAGON_RIGHT) at (6, 6) &54bc 71 37 ; sprite &37 (SCENERY_DRAGON_LEFT) at (1, 7) &54be 73 38 ; sprite &38 (SCENERY_DRAGON_RIGHT) at (3, 7) &54c0 d6 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (6, d) &54c2 d8 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (8, d) &54c4 e4 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (4, e) &54c6 e6 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (6, e) &54c8 e8 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (8, e) &54ca ea 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (a, e) &54cc ae 06 ; sprite &06 (SCENERY_TREE_TWO) at (e, a) &54ce cd 06 ; sprite &06 (SCENERY_TREE_TWO) at (d, c) &54d0 dc 06 ; sprite &06 (SCENERY_TREE_TWO) at (c, d) &54d2 fd 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (d, f) &54d4 ff ; room_type_17_data &54d5 62 a8 ; path &00 (PATH_NW_SE), direction 1, length 2 at (2, 6) &54d7 a4 85 ; path &01 (WATER_SW_NE), direction 0, length 1 at (4, a) &54d9 a2 d0 ; path &00 (PATH_NW_SE), direction 2, length 4 at (2, a) &54db a0 c4 ; path &00 (PATH_NW_SE), direction 2, length 1 at (0, a) &54dd b2 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (2, b) &54df b4 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (4, b) &54e1 b6 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (6, b) &54e3 b8 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (8, b) &54e5 20 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (0, 2) &54e7 22 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (2, 2) &54e9 62 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (2, 6) &54eb 64 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (4, 6) &54ed 75 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (5, 7) &54ef 86 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (6, 8) &54f1 14 02 ; sprite &02 (SCENERY_TREE_ONE) at (4, 1) &54f3 36 10 ; sprite &10 (SCENERY_TREE_FIVE_TOP_LEFT) at (6, 3) &54f5 38 11 ; sprite &11 (SCENERY_TREE_FIVE_TOP_RIGHT) at (8, 3) &54f7 34 10 ; sprite &10 (SCENERY_TREE_FIVE_TOP_LEFT) at (4, 3) &54f9 36 11 ; sprite &11 (SCENERY_TREE_FIVE_TOP_RIGHT) at (6, 3) &54fb 3a 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (a, 3) &54fd 49 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (9, 4) &54ff 4b 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (b, 4) &5501 5a 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (a, 5) &5503 2d 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (d, 2) &5505 5c 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (c, 5) &5507 6d 12 ; sprite &12 (SCENERY_TREE_SIX_LEFT) at (d, 6) &5509 ba 05 ; sprite &05 (SCENERY_SMALL_GRASS) at (a, b) &550b ac 05 ; sprite &05 (SCENERY_SMALL_GRASS) at (c, a) &550d c0 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (0, c) &550f d1 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (1, d) &5511 e0 20 ; sprite &20 (SCENERY_YELLOW_BUSH_LEFT) at (0, e) &5513 e2 21 ; sprite &21 (SCENERY_YELLOW_BUSH_RIGHT) at (2, e) &5515 f4 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (4, f) &5517 d6 12 ; sprite &12 (SCENERY_TREE_SIX_LEFT) at (6, d) &5519 d8 13 ; sprite &13 (SCENERY_TREE_SIX_RIGHT) at (8, d) &551b cb 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (b, c) &551d bd 00 ; sprite &00 (SCENERY_BOULDER_ONE_LEFT) at (d, b) &551f cd 01 ; sprite &01 (SCENERY_BOULDER_ONE_RIGHT) at (d, c) &5521 e8 04 ; sprite &04 (SCENERY_SMALL_ROCK) at (8, e) &5523 e7 07 ; sprite &07 (SCENERY_BUSH_ONE_LEFT) at (7, e) &5525 e9 08 ; sprite &08 (SCENERY_BUSH_ONE_RIGHT) at (9, e) &5527 55 09 ; sprite &09 (SCENERY_SMALL_BUSH) at (5, 5) &5529 ff ; unused &552a 7f ; unused # Unused; copy of &552b - &559f from 1.LEVEL-B &552b 04 20 25 41 10 51 0b 54 12 53 0c 73 07 61 04 50 &553b 09 97 07 77 2d 57 2e 5a 2d 3d 2e 0d 2d 29 2d ff &554b c0 91 a8 ac 9a a8 d0 ea f2 ce f6 da 31 10 50 10 &555b 61 09 92 0d 83 04 13 28 53 29 5c 00 5e 01 8e 05 &556b 6a 05 5a 14 39 0b 3b 0c 46 02 48 03 15 2a 55 2b &557b c8 1b ca 1c db 04 dd 07 ec 0b ee 0c f9 2d b5 16 &558b d1 2d e0 2e f0 2d f1 2e f4 2e e5 2d c4 2e ff 7f &559b ff 7f ff 7f 00 ; scenery_sprite_parts ; scenery_sprite_part_00 &55a0 00 00 00 00 00 00 00 00 00 00 00 00 11 33 76 75 &55b0 32 74 fc f8 e9 f0 ed da d6 ef b7 6f f5 7c fc fc ; scenery_sprite_part_01 &55c0 00 00 00 00 00 00 11 32 fd fc e9 f8 e9 da e1 c3 &55d0 f9 d3 a5 5a a5 5b 3f 7f e9 69 f5 f8 e9 f8 e1 f0 ; scenery_sprite_part_02 &55e0 76 74 75 77 fe fc f8 f8 e3 f1 a5 c3 a5 87 4b 87 &55f0 7f f6 f4 f4 78 3c 7a 3c f8 f8 f0 f0 e1 f2 f0 f0 ; scenery_sprite_part_03 &5600 74 76 30 12 01 00 00 00 4b 87 69 87 0d 0a 01 00 &5610 3c 5a 7c 5a 05 0f 05 02 a5 d2 a5 d2 a5 4b 05 0a ; scenery_sprite_part_04 &5620 00 e4 cb 69 3d b6 5a 87 00 00 00 00 08 c0 86 c3 &5630 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_05 &5640 5a 1f 7a 3e 3c 1e 96 4b 8f cf 4b a5 96 78 a5 5a &5650 00 08 08 08 08 84 84 84 00 00 00 00 00 00 00 00 ; scenery_sprite_part_06 &5660 87 c3 a5 d2 a5 4b a5 4b 2d 5a 2d 1e 2d 1e 0f 1e &5670 86 86 87 87 87 87 87 86 00 00 00 08 04 0a 04 0a ; scenery_sprite_part_07 &5680 87 4b 87 69 87 0e 05 0a 2d 1e 2d 5a 0f 0b 05 0a &5690 87 0e 0d 0e 0d 0a 05 0a 05 0a 04 0a 05 0a 04 00 ; scenery_sprite_part_08 &56a0 00 00 00 00 00 00 11 01 00 01 13 27 0a 9d 6e 15 &56b0 00 88 04 0c 0a 06 8d 47 00 00 00 00 00 00 00 00 ; scenery_sprite_part_09 &56c0 11 01 13 01 00 00 00 00 2a 55 0a 9d 0c 07 03 21 &56d0 8e 07 4e 04 0e 0c 08 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_0a &56e0 00 00 00 00 00 00 00 00 12 21 12 21 12 25 12 01 &56f0 00 00 00 00 08 05 0a 05 00 00 00 00 00 04 0a 00 ; scenery_sprite_part_0b &5700 00 00 00 00 00 00 11 11 11 33 76 76 f8 e9 fc e1 &5710 88 8c 4a 87 4b 87 0f 0f 00 00 00 00 00 08 08 08 ; scenery_sprite_part_0c &5720 11 11 11 11 00 00 00 00 f8 e1 f8 e9 f8 47 01 00 &5730 0f 87 0f 87 0f 0e 05 0a 0c 0a 0d 0a 05 0a 04 00 ; scenery_sprite_part_0d &5740 00 00 00 00 00 00 00 00 00 00 00 10 30 21 00 00 &5750 00 00 80 08 0e 0c 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_0e &5760 00 11 00 00 00 00 00 00 22 66 aa aa ff 66 45 46 &5770 00 00 88 88 00 00 04 08 00 00 00 00 00 00 00 00 ; scenery_sprite_part_0f &5780 00 00 01 02 23 11 02 15 02 27 8a 27 46 89 0b 01 &5790 00 88 4c 8a 04 23 0b 05 00 00 00 00 00 00 00 08 ; scenery_sprite_part_10 &57a0 45 04 2b 46 8a 26 01 0a 04 06 8d 0a 05 02 05 18 &57b0 03 1a 04 83 05 0b 10 0b 04 08 08 0c 84 48 0c 04 ; scenery_sprite_part_11 &57c0 44 05 02 45 26 23 02 00 02 00 05 02 49 06 0d 4b &57d0 85 0e 0b 2d 83 2d a5 0f 84 0e 24 48 0c 06 0c 0c ; scenery_sprite_part_12 &57e0 01 01 00 00 00 00 00 00 25 0f 12 34 12 30 21 01 &57f0 0f 0a 87 48 80 0a 85 0a 00 08 00 00 03 53 2e 32 ; scenery_sprite_part_13 &5800 00 00 00 11 00 13 33 02 00 01 6e df 08 27 19 8a &5810 cd 46 88 23 04 aa 45 04 bf cd 11 8a 2a 08 27 8e ; scenery_sprite_part_14 &5820 45 37 67 46 27 13 01 00 99 0a 27 0d 06 0d 0f 0b &5830 0a 45 05 0b 0d 0a 0f 0f 09 0d 02 2b 8e 0f 0d 0f ; scenery_sprite_part_15 &5840 08 45 15 02 8d 0a 0f 0b 00 00 04 4e 0e 0d 07 0d &5850 00 00 00 00 00 00 08 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_16 &5860 05 0f 0b 07 0d 0e 0f 0f 0f 07 0f 0d 0f 0f 0f 0f &5870 08 1c 1a 1c 0b 05 0a 04 80 c0 84 0e 85 0a 00 00 ; scenery_sprite_part_17 &5880 00 00 11 00 11 23 00 00 22 dd ae df ae cd 4d 03 &5890 ae 67 4f 05 0b 8f 0b 0f 00 00 00 08 08 08 04 0a ; scenery_sprite_part_18 &58a0 00 22 55 23 57 32 00 13 13 21 31 b8 10 d4 e0 71 &58b0 00 ab 11 62 50 71 40 60 00 00 2a 89 22 55 28 51 ; scenery_sprite_part_19 &58c0 22 11 00 00 51 20 bc 55 aa 35 a2 e0 20 b8 30 30 &58d0 20 74 38 64 20 20 20 31 a2 44 04 23 55 ab 57 b2 ; scenery_sprite_part_1a &58e0 ba 34 ab 57 22 00 00 00 b8 b0 f0 30 10 10 10 10 &58f0 60 70 52 e2 84 80 08 80 e1 d1 6a 44 00 00 00 00 ; scenery_sprite_part_1b &5900 00 00 00 00 00 00 00 00 10 10 10 10 10 10 30 00 &5910 08 80 08 80 0d c2 85 82 00 00 00 00 00 0a 04 00 ; scenery_sprite_part_1c &5920 00 00 00 00 00 00 00 00 03 34 34 43 61 70 61 70 &5930 00 08 08 08 08 08 08 08 00 00 00 00 00 00 00 00 ; scenery_sprite_part_1d &5940 00 00 00 00 00 00 00 00 61 70 61 70 61 70 61 30 &5950 08 08 08 08 08 0c 0a 05 00 00 00 00 00 00 08 00 ; scenery_sprite_part_1e &5960 55 99 bb 23 89 45 aa 77 ff 47 3f 4f 0f 0f 0f 07 &5970 ff 1f 0f 0f 0f 0f 0f 0f 33 dd 4c 0c 1d 2e 7f 99 ; scenery_sprite_part_1f &5980 01 17 37 5f 6f 0f 0f 06 0e 6f df 6f 3f 2f 0f 02 &5990 07 7f df ff af 5f 0f 0f 02 2f cf af cf 0f 0f 0c ; scenery_sprite_part_20 &59a0 0f 6f 3f 1f 07 17 37 07 0f 8f ff 7f ef 8f 0f 08 &59b0 0d 8f ff 6f df 2f 0f 0f 0c ce af cf 6f 8f 0e 08 ; scenery_sprite_part_21 &59c0 70 70 f0 f0 e1 f0 f0 f0 4b c3 4b c3 d2 78 f0 69 &59d0 00 11 3a 2c f1 a5 b1 28 22 99 26 89 2a 51 60 d9 ; scenery_sprite_part_22 &59e0 f0 e1 70 70 61 70 70 70 c3 c3 c3 4b f0 e1 4b c3 &59f0 74 00 32 55 23 8a 00 88 a3 d5 a3 82 c0 71 a8 dd ; scenery_sprite_part_23 &5a00 70 70 70 61 70 70 43 43 4b e1 e1 d2 f0 5a d2 f0 &5a10 00 00 00 08 08 08 08 84 ab 4e 04 00 00 00 00 00 ; scenery_sprite_part_24 &5a20 61 21 21 70 70 d2 87 08 a5 78 a5 5a 87 4b 2d 12 &5a30 84 4a 0f 4b 87 4b 86 08 00 00 00 08 0c 0c 00 00 ; scenery_sprite_part_25 &5a40 00 00 00 00 00 11 31 31 55 75 f4 ec c0 b2 9a c3 &5a50 a0 72 b2 f4 74 60 e4 b5 00 40 64 d0 b9 dc 70 75 ; scenery_sprite_part_26 &5a60 00 10 00 00 00 00 00 00 72 fe 73 00 10 73 31 10 &5a70 3d 1f 12 47 e1 a3 65 47 f5 e1 fb ba fa c3 4b 1f ; scenery_sprite_part_27 &5a80 30 31 31 11 00 10 00 00 72 91 f5 e4 d0 64 f5 55 &5a90 34 b5 b1 95 d4 60 32 b2 5a be f2 43 03 e7 41 20 ; scenery_sprite_part_28 &5aa0 00 00 00 00 00 00 00 00 31 33 00 00 00 00 00 00 &5ab0 a2 20 00 00 01 02 01 00 01 01 01 01 01 0b 05 02 ; scenery_sprite_part_29 &5ac0 00 31 19 18 c1 f5 79 5a b2 b2 f4 e5 2d 3e f2 6e &5ad0 00 00 c8 88 40 64 e0 b8 00 00 00 00 00 00 00 00 ; scenery_sprite_part_2a &5ae0 c7 d6 78 ac cf f9 4b f2 78 ba 98 e6 68 b6 fa e8 &5af0 d9 d9 72 b1 b9 fc c0 00 00 80 80 00 80 00 00 00 ; scenery_sprite_part_2b &5b00 b6 0f 0e 3f 7a 10 6a 38 16 cb fa 72 b3 30 00 00 &5b10 e4 64 40 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_2c &5b20 08 08 08 08 0d 0e 0d 0a 00 00 00 00 00 0a 05 0a &5b30 00 00 00 00 00 00 05 0a 00 00 00 00 00 00 00 00 ; scenery_sprite_part_2d &5b40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5b50 01 02 11 11 13 07 23 02 4e 8e ac ec e0 f0 e4 54 ; scenery_sprite_part_2e &5b60 00 00 00 00 00 00 00 00 00 00 01 11 13 01 00 00 &5b70 26 57 ff 7e bc 2b 02 00 10 ee 6e d4 c0 68 30 10 ; scenery_sprite_part_2f &5b80 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5b90 00 00 00 00 00 00 00 00 10 10 30 70 60 c2 e0 c2 ; scenery_sprite_part_30 &5ba0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5bb0 00 00 00 00 01 00 00 00 f0 70 f0 1a 14 38 34 00 ; scenery_sprite_part_31 &5bc0 4c 8f cf ff 1f f7 72 50 11 33 77 77 37 1b 80 d0 &5bd0 8e ce 8f ef ef f7 f7 f0 00 00 00 08 0c cc cc 08 ; scenery_sprite_part_32 &5be0 f0 f0 f4 c4 14 00 f0 e1 b0 f0 f0 e0 c0 80 d0 70 &5bf0 e0 04 00 00 00 80 80 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_33 &5c00 a4 c0 80 08 00 00 00 00 00 00 00 00 00 00 00 00 &5c10 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_34 &5c20 08 84 d2 e0 f0 f0 f0 02 00 0a 85 0a 85 4a 85 0a &5c30 00 00 05 0a 05 0a 05 0a 00 00 00 08 00 08 04 00 ; scenery_sprite_part_35 &5c40 01 13 12 13 36 35 07 37 0f f5 fa f5 fa f5 9e f6 &5c50 08 0e 69 1e 78 5a b4 4b 00 00 00 08 08 08 84 0c ; scenery_sprite_part_36 &5c60 34 35 35 25 37 25 03 01 f0 f4 5e 3c f7 4f 0f 1f &5c70 0f c3 5a b5 b7 af 8f 0f 0c 84 4a 86 4a 86 4a 2d ; scenery_sprite_part_37 &5c80 01 01 37 03 01 12 12 12 2f 4f 8f 0f 87 cb db db &5c90 4f f8 f8 f8 f8 f8 f0 f0 2d 4b a5 c3 2d c3 a5 4b ; scenery_sprite_part_38 &5ca0 35 fd ef af af 2f 0f 01 b7 b6 b6 5f 5f 5f 5f 0f &5cb0 f0 f0 87 0f 69 0f 0f 0c a5 4b 87 0f 0f 0e 0c 00 ; scenery_sprite_part_39 &5cc0 00 10 30 01 34 4b 78 78 70 f0 f0 f0 3c c3 3c c3 &5cd0 e0 f0 c3 3c c3 1e 4b 0f 00 80 c0 0d 4a 0f 0e 0f ; scenery_sprite_part_3a &5ce0 78 78 78 78 78 78 78 78 f0 f0 f0 f0 f0 f0 f0 f0 &5cf0 0f 0f 0f 0f 0f 0f 0f 0f 0e 0f 0e 0f 0e 0f 0e 0f ; scenery_sprite_part_3b &5d00 78 78 78 78 30 00 00 00 f0 f0 f0 f0 f0 f0 30 00 &5d10 0f 0f 0f 0f 0f 0f 0c 00 0e 0f 0e 0f 0c 00 00 00 ; scenery_sprite_part_3c &5d20 00 00 00 00 00 00 33 fc 00 00 00 00 33 fc f0 f0 &5d30 00 00 33 fc f8 f8 fb fc 33 fc f0 f0 f3 fc f8 f8 ; scenery_sprite_part_3d &5d40 f8 f8 fb fc f0 f0 f3 fc f3 fc f8 f8 fb fc f0 f0 &5d50 f0 f0 f3 fc f8 f8 fb fc fb fc f0 f0 f3 fc f8 f8 ; scenery_sprite_part_3e &5d60 f8 f8 fb fc f0 f0 c3 0c f3 fc f8 f8 cb 0c 00 00 &5d70 f0 f0 c3 0c 00 00 00 00 cb 0c 00 00 00 00 00 00 ; scenery_sprite_part_3f &5d80 cc f3 f0 f0 fc fb f8 f8 00 00 cc fb f8 f8 fc f3 &5d90 00 00 00 00 cc f3 f0 f0 00 00 00 00 00 00 cc fb ; scenery_sprite_part_40 &5da0 fc f3 f0 f0 fc fb f8 f8 f0 f0 fc fb f8 f8 fc f3 &5db0 fc fb f8 f8 fc f3 f0 f0 f8 f8 fc f3 f0 f0 fc fb ; scenery_sprite_part_41 &5dc0 3c 03 00 00 00 00 00 00 f0 f0 3c 03 00 00 00 00 &5dd0 fc fb f8 f8 3c 03 00 00 f8 f8 fc f3 f0 f0 3c 03 ; scenery_sprite_part_42 &5de0 cc 3f cf af cb ad cb ad 00 00 cc 3f cf af cb ad &5df0 00 00 00 00 cc 3f cf af 00 00 00 00 00 00 cc 3f ; scenery_sprite_part_43 &5e00 cb 2d cf af cb ad cb ad cb ad cb 2d cf af cb ad &5e10 cb ad cb ad cb 2d cf af cf af cb ad cb ad cb 2d ; scenery_sprite_part_44 &5e20 cb 21 00 00 00 00 00 00 cb ad cb 21 00 00 00 00 &5e30 cb ad cb ad cb 21 00 00 cf af cb ad cb ad cb 21 ; scenery_sprite_part_45 &5e40 00 00 00 00 00 00 00 00 32 32 32 76 65 74 74 74 &5e50 08 08 08 08 08 8c 8c 8c 00 00 00 00 00 00 00 00 ; scenery_sprite_part_46 &5e60 00 00 00 00 11 11 11 33 fe fe fe fc fc f4 f8 f8 &5e70 8c 84 86 c6 c6 83 87 8f 00 00 00 00 00 00 00 00 ; scenery_sprite_part_47 &5e80 33 33 77 77 77 31 00 00 f8 f8 f8 f8 f2 f6 72 02 &5e90 87 c3 c3 8f 8f 8f 0f 0a 00 08 08 08 0c 0a 05 0a ; scenery_sprite_part_48 &5ea0 00 00 00 00 22 77 67 44 11 33 77 55 bb ee 88 66 &5eb0 88 cc 77 6f 37 44 dd 0a 00 00 00 88 99 cd 8a 00 ; scenery_sprite_part_49 &5ec0 88 cc ff bb ee 13 44 00 00 aa 44 ff aa df 08 00 &5ed0 67 06 8b 06 08 8b 01 00 02 05 07 5f 6f ab cc 07 ; scenery_sprite_part_4a &5ee0 22 33 77 6f 37 7f ef 5d 00 00 44 ee 77 99 02 66 &5ef0 00 00 33 77 66 aa 8c 88 00 00 00 88 22 0c 04 02 ; scenery_sprite_part_4b &5f00 cc ae 55 3b 1f 4f 0c 08 09 bb 00 cf 88 0a 0b 05 &5f10 01 8e 00 0b 07 0e 0b 06 04 07 0a 0e 07 0e 08 00 ; scenery_sprite_part_4c &5f20 00 00 00 00 00 00 00 00 00 00 00 00 00 10 55 bd &5f30 00 54 f7 7c 3f b6 f4 d6 88 c8 8e c2 c3 cb 6b a5 ; scenery_sprite_part_4d &5f40 00 00 33 33 57 fd 74 10 cb cb f2 eb 78 78 5a d2 &5f50 cf d6 5a 3c b4 1e 96 b4 ef 6d 6d e5 bc a5 b4 e1 ; scenery_sprite_part_4e &5f60 00 20 c6 6d 6d 69 5f 6d 00 00 80 c2 ce cb 87 87 &5f70 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_4f &5f80 f9 fb 7a 69 69 f8 a5 e1 2f eb bc da cb 69 f0 4a &5f90 08 08 0c 86 4b c3 e1 0a 00 00 00 00 00 00 00 00 ; scenery_sprite_part_50 &5fa0 00 10 30 30 30 52 70 70 60 e0 3c 78 78 f0 d2 d2 &5fb0 30 e1 78 78 78 78 f0 c3 00 08 0c 84 4a 86 86 0f ; scenery_sprite_part_51 &5fc0 5a d2 b4 b4 b4 96 d2 d2 d2 5a 78 5a f0 f0 5a 78 &5fd0 d2 d2 96 b4 b4 b4 96 d2 87 87 87 c3 4b 87 c3 87 ; scenery_sprite_part_52 &5fe0 f0 d2 d2 d2 d2 78 d2 f0 5a d2 d2 d2 c3 96 96 96 &5ff0 d2 d2 d2 c3 e1 f0 d2 d2 87 87 87 c3 c3 87 c3 c3 ; scenery_sprite_part_53 &6000 00 00 11 11 11 11 11 33 44 44 64 64 f9 f2 78 6b &6010 00 88 cc 4d 6d 6b 69 2d 00 00 00 00 00 08 08 0c ; scenery_sprite_part_54 &6020 32 76 76 fe 76 21 00 00 6b 6b bd b5 f0 96 0f 02 &6030 69 7a 6d 5e 7c f4 0f 0a 0c 0e 0d 0e 0d 0a 0d 0a ; scenery_sprite_part_55 &6040 5a 78 f0 5a c3 f0 69 a5 e1 a5 78 2d 69 4b 0f 7f &6050 a5 96 b4 a5 e1 0f ff ff e1 4b 97 b7 1f bf ff ff ; scenery_sprite_part_56 &6060 f0 3c 78 d2 69 c3 4b e1 d2 5a 3c 5a 5a f0 d2 d2 &6070 3c 69 4b c3 d2 5a c3 d2 c3 e1 a5 f0 b4 d2 b4 d2 ; scenery_sprite_part_57 &6080 69 69 e1 78 69 3c 69 f0 c3 e1 e1 69 e1 69 f0 5a &6090 d2 d2 e1 a5 b4 e1 c3 e1 d2 e1 f0 d2 d2 d2 b4 b4 ; scenery_sprite_part_58 &60a0 78 78 3c b4 b4 b4 e1 f0 3c 2d 2d 69 78 3c 3c 3c &60b0 f0 69 e1 a5 e1 e1 a5 e1 c3 e1 e1 69 69 3c 5a 3c ; scenery_sprite_part_59 &60c0 b4 b4 a5 b4 69 a5 b4 b4 1e 1e 1e 1e 1e 3c 1e 3c &60d0 a5 69 a5 69 a5 a5 2d a5 78 3c 78 69 e1 2d 69 2d ; scenery_sprite_part_5a &60e0 1e 69 b4 d2 b4 e1 87 0f 69 c3 0f 0f 0f 0f 0f 0f &60f0 5a 3c 0f 0f 0f 0f 0f 0f c3 5a b4 69 1e 0f 0f 2d ; scenery_sprite_part_5b &6100 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &6110 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f ; scenery_sprite_part_5c &6120 87 87 87 c3 87 69 a5 96 0f 0f 0f 0f 0f 0f 0f 87 &6130 0f 0f 0f 0f 0f 0f 0f 3c 1e 1e 2d 2d 69 d2 a5 d2 ; scenery_sprite_part_5d &6140 b4 a5 d2 4b 5a 5a d2 5a 5a b4 78 b4 e1 a5 a5 87 &6150 f0 5a e1 f0 d2 f0 78 b4 f0 e1 5a 69 69 f0 69 5a ; scenery_sprite_part_5e # Unused (red/black cliff) &6160 78 a5 b4 96 96 c3 d2 96 a5 96 d2 b4 d2 b4 d2 b4 &6170 b4 78 0f c3 69 2d 78 78 78 e1 d2 5a f0 69 4b 69 ; scenery_sprite_part_5f &6180 c3 69 c3 87 c3 87 5b 87 7f 7f ff 7f ff ff ff ff &6190 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ; scenery_sprite_part_60 &61a0 1f 97 87 87 d3 d3 5b 4b ff ff ff ff ff ff 7f ff &61b0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ; scenery_sprite_part_61 &61c0 00 00 0c 4e 2f 5f 27 13 00 00 01 17 7f ef 9f ff &61d0 01 17 7f cf bf 7f ff 6f 0f 0f 4f ff ff bf 7f ff ; scenery_sprite_part_62 &61e0 01 00 00 00 00 00 00 00 3f 0f 0f 0f f0 f0 f0 f0 &61f0 df ff 1f 0f 87 b4 b4 b4 ef 6f df 0f 0f 0f c3 e1 ; scenery_sprite_part_63 &6200 00 00 00 00 00 00 00 00 f0 3c c3 f0 f0 f0 f0 f0 &6210 b4 b4 b4 3c 87 b4 b4 b4 e1 e1 e1 e1 e1 2d c3 e1 ; scenery_sprite_part_64 &6220 03 01 00 00 00 00 00 00 f0 3c 0f 09 09 01 00 00 &6230 b4 b4 b4 3c 07 03 02 00 e1 e1 e1 e1 c3 0f 04 04 ; scenery_sprite_part_65 &6240 0e 0f 0f df bf 3f 6f 5f 00 0e 0f 5f af df af ef &6250 00 00 0f 1f af 5f 8f 0f 00 00 00 08 8c 0c 08 00 ; scenery_sprite_part_66 &6260 bf cf 9e 3c 79 f3 f3 f1 0f 0f 0f 3f ff ef 8f 8f &6270 78 7e fe fe fc de fc de 00 00 00 00 00 00 00 00 ; scenery_sprite_part_67 &6280 f1 f1 f1 f1 f1 f1 f1 f1 8f 8f 8f 8f 8f 8f 8f 8f &6290 fc de fc de fc de fc de 00 00 00 00 00 00 00 00 ; scenery_sprite_part_68 &62a0 f1 f1 c3 0f 69 49 08 01 8f 8f 8f 8e 05 0a 05 00 &62b0 fc 4a 04 0a 04 0a 04 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_69 &62c0 84 84 a6 a4 a4 a5 a7 a7 00 88 8c 84 8d ad ad a5 &62d0 8c a4 a6 a5 a5 a5 ad a5 00 04 04 24 25 27 25 ad ; scenery_sprite_part_6a &62e0 a7 a7 a5 a7 a7 a7 a7 a5 ad ad ad ad a5 a5 a5 ad &62f0 af a5 ad e3 af e3 af e3 a7 af a7 ad a5 ad ad a5 ; scenery_sprite_part_6b &6300 00 00 88 44 22 22 22 99 66 44 44 dd aa bb 99 dd &6310 44 00 44 44 55 77 44 44 00 00 11 22 aa 22 22 aa ; scenery_sprite_part_6c &6320 99 55 55 33 33 11 55 22 dd dd bb 33 55 55 ff 99 &6330 77 66 ee cc 44 dd ff aa 66 44 cc 88 88 88 00 88 ; scenery_sprite_part_6d &6340 00 01 12 12 12 25 25 34 00 08 86 69 3c 0f a5 0f &6350 00 00 00 0f f0 0f 02 0e 00 00 08 84 84 09 00 0a ; scenery_sprite_part_6e &6360 25 12 03 12 01 01 01 01 b4 d2 a5 d2 87 87 a5 d2 &6370 4b e1 b4 78 b4 78 f0 5a 0f d2 a5 5a a5 d2 e1 f0 ; scenery_sprite_part_6f &6380 00 00 00 10 10 12 03 03 5a 5a 5a 1e 87 e1 78 1e &6390 5a 5a 1e 0f 0f e1 f0 f0 e1 f0 b4 d2 4b 69 2d 78 ; scenery_sprite_part_70 &63a0 03 00 00 00 00 00 00 00 0f 0f 03 00 00 00 00 00 &63b0 78 1e 0f 0f 03 00 00 00 69 87 78 1e 0f 0f 03 00 ; scenery_sprite_part_71 &63c0 01 09 0d 05 05 0e 07 0f 03 02 0b 01 0b 0f 5a f0 &63d0 00 00 03 06 0c 0d 87 4b 00 00 08 00 00 0c 00 00 ; scenery_sprite_part_72 &63e0 1e 4b 87 5a a5 5a 87 5a b4 78 e1 69 f0 e1 69 3c &63f0 97 4b ad 3c d2 e1 5a 3c 08 08 0c 84 86 0e 4a 69 ; scenery_sprite_part_73 &6400 b4 5a a5 d2 a5 2d e1 5a 1e c3 0f 3c 5a 2d 1e 87 &6410 1e 87 4b 3c 1e 87 1e 87 e1 0f 0e 0e 87 e0 0a 08 ; scenery_sprite_part_74 &6420 96 a5 3c e1 78 1e 0f 0f 5a a5 5a b4 e1 87 0f 0e &6430 a5 2c e1 87 0f 0e 0d 0a 00 0a 05 0a 05 0a 04 00 ; scenery_sprite_part_75 &6440 d2 f0 30 10 00 00 00 00 f0 2d b4 f0 92 05 00 00 &6450 d2 d2 96 96 b4 70 02 01 78 5a f0 e1 82 05 0a 04 ; scenery_sprite_part_76 &6460 d3 e1 69 e1 e1 a5 78 b4 ff ff 6f f1 b4 96 f0 f0 &6470 ff ff cf df d3 d2 5a c3 ff 7f ff ef df e7 c3 f0 ; scenery_sprite_part_77 &6480 ff d7 d2 5a d2 e1 d2 e1 ff bf 97 97 b7 b4 b4 96 &6490 ff ef ef ed fc cb d2 69 ff 7f ff ef c7 f1 f1 b4 ; scenery_sprite_part_78 &64a0 a7 a7 ad ad ad 85 8c 80 a5 af ad 84 00 00 00 00 &64b0 ad a5 24 00 00 00 00 00 a4 84 80 00 00 00 00 00 ; object_sprites ; object_sprite_00 (OBJECT_ROPE) &64c0 33 47 9d ab aa 8a 7f 07 cc 2e 9b 5d 55 9d 2b 46 ; object_sprite_01 (OBJECT_FLOWER) &64d0 00 33 13 01 11 23 46 8c 60 d0 a0 50 65 46 04 00 ; object_sprite_02 (OBJECT_GUN) &64e0 d0 f0 f0 c3 e1 c2 c0 0c 40 f1 4b 04 00 00 00 00 ; object_sprite_03 (OBJECT_BOTTLE) &64f0 00 66 f9 f9 f9 f9 6f 06 00 00 00 fe fe 0f 00 00 ; object_sprite_04 (OBJECT_KEY) &6500 00 00 00 ff 4f ee ae aa 22 57 55 af 5f 55 27 02 ; object_sprite_05 (OBJECT_CLAW) &6510 73 f1 f1 f1 f1 6b 06 00 cc ee ff ff 1f 11 32 20 ; object_sprite_06 (OBJECT_GLOVE) &6520 00 30 10 f0 10 70 10 30 10 b0 f0 e0 d0 e0 80 00 ; object_sprite_07 (OBJECT_AMULET) &6530 11 23 46 40 75 fe ef 4e 88 6e 06 11 11 ab 4e 04 ; object_sprite_08 (OBJECT_APPLE) &6540 30 21 13 33 33 33 13 01 60 8e cc c8 e8 e8 c2 0c ; object_sprite_09 (OBJECT_SCROLL) &6550 33 22 11 11 33 33 88 77 ee 11 ee ee cc cc 22 cc ; object_sprite_0a (OBJECT_HINT) &6560 11 55 77 33 33 77 55 11 00 44 cc 88 88 cc 44 00 ; object_sprite_0b (OBJECT_WEAPON_BOMB) &6570 00 00 00 00 10 10 01 00 00 00 00 80 c0 c0 84 08 ; object_sprite_0c (OBJECT_WEAPON_STAR) &6580 00 00 11 01 33 23 02 00 00 00 88 aa ee 8e cc 0c ; object_sprite_0d (OBJECT_WEAPON_NUNCHAKU) &6590 00 00 00 00 03 37 07 07 00 00 00 0e ce 8e 0c 08 ; object_sprite_0e (OBJECT_WEAPON_SWORD) &65a0 00 55 37 57 05 00 00 00 00 00 00 88 cc 6e 37 03 ; object_sprite_0f (OBJECT_WEAPON_STICK) &65b0 00 00 00 10 30 61 c2 0c 30 61 c2 84 08 00 00 00 ; exits_destination_y &65c0 2e 3c 42 32 52 0a 0d f5 0d 43 0d 3a 32 43 e8 58 &65d0 4a 3c 46 10 4a f0 44 e8 32 28 24 10 20 e8 34 2c &65e0 40 29 34 0c 58 04 28 08 1a 0c 1c 18 40 0f 48 4c &65f0 00 18 44 18 00 00 00 00 00 00 00 00 00 00 00 00 ; exits_destination_x &6600 00 1a 00 1a 00 1a 00 1a 00 1a 00 1a 00 1a 01 1a &6610 00 1a 00 1a 1a 00 00 1a 1a 00 00 1a 00 1a 00 1a &6620 00 1a 00 1a 00 1a 1a 00 00 1a 00 1a 00 1a 00 1a &6630 00 00 1a 00 07 00 00 00 00 00 00 00 00 00 00 00 ; initial_player_x &6640 05 ; initial_player_y &6641 33 ; initial_player_direction &6642 01 ; unused &6643 66 66 66 33 00 cc 66 00 00 00 66 cc 00 77 66 66 &6653 77 66 66 77 00 ee 00 00 cc 00 00 ee 00 33 66 66 &6663 33 00 66 33 00 cc 66 00 cc 66 66 cc 00 33 66 66 &6673 33 00 66 33 00 cc 66 00 cc 66 66 cc 00 00 00 00 &6683 00 00 00 00 00 00 00 00 00 00 00 00 00 33 33 77 &6693 33 77 33 33 00 66 66 ff 66 ff 66 66 00 00 00 00 &66a3 00 00 11 11 00 00 00 00 00 00 88 88 00 66 66 66 &66b3 66 66 66 77 00 00 00 00 00 00 00 ee 00 ; room_data_addresses_low ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &66c0 20 65 b6 fb 5e b7 0c 53 ae e3 1a 5f a0 e3 22 63 ; &00 &66d0 ba 13 5e a1 fc 4f 92 d5 66 66 66 66 66 cc 88 00 ; &10 ; room_data_addresses_high ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &66e0 4e 4e 4e 4e 4f 4f 50 50 50 50 51 51 51 51 52 52 ; &00 &66f0 52 53 53 53 53 54 54 54 00 00 00 00 00 00 ee 00 ; &10 LEVEL_PALACE_GARDENS data ========================= ; 3.LEVEL-A ; 000400 000400 000400 ; object &00 (&0540) room &03, x &3, y &1, OBJECT_FOUNTAIN ; object &01 (&0541) room &05, x &4, y &0, OBJECT_FOUNTAIN ; object &02 (&0542) room &04, x &8, y &5, OBJECT_ENEMY | ENEMY_FAST | ENEMY_STICK ; object &03 (&0543) room &0b, x &4, y &4, OBJECT_AMULET ; object &04 (&0544) room &0a, x &8, y &3, OBJECT_ENEMY | ENEMY_FAST | ENEMY_SWORD ; object &05 (&0545) room &0e, x &4, y &6, OBJECT_FLOWER ; object &06 (&0546) room &0d, x &7, y &5, OBJECT_ENEMY | ENEMY_FAST | ENEMY_STICK ; object &07 (&0547) room &10, x &b, y &4, OBJECT_ENEMY | ENEMY_VERY_FAST | ENEMY_HANDS ; object &08 (&0548) room &12, x &9, y &4, OBJECT_ENEMY | ENEMY_FAST | ENEMY_NUNCHAKU ; object &09 (&0549) room &15, x &8, y &6, OBJECT_ENEMY | ENEMY_FAST | ENEMY_STICK ; object &0a (&054a) room &18, x &9, y &7, OBJECT_FOUNTAIN ; object &0b (&054b) room &17, x &7, y &6, OBJECT_ENEMY | ENEMY_FAST | ENEMY_NUNCHAKU ; trigger &00 (&0510) room &03, x &0b, y &21, TRIGGER_SHRINE ; trigger &01 (&0511) room &05, x &0e, y &11, TRIGGER_SHRINE ; trigger &02 (&0512) room &18, x &05, y &39, TRIGGER_GARDENS # Kneel at statue ; trigger &03 (&0513) room &18, x &06, y &39, TRIGGER_GARDENS ; trigger &04 (&0514) room &18, x &07, y &39, TRIGGER_GARDENS ; exits_room_and_position &0400 00 e1 c1 42 02 23 03 24 01 25 05 26 06 27 07 28 &0410 08 29 09 2a 0a 2b 0b 2c 04 2d 0d 2e 0e 2f 0f 30 &0420 b0 31 90 f2 d2 53 13 34 14 35 15 36 16 37 17 38 &0430 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ; exits_destination_room &0440 21 40 62 01 23 42 04 63 05 61 26 45 07 66 28 47 &0450 29 48 2a 49 0b 6a 2c 6b 0d 44 2e 4d 0f 4e 10 6f &0460 31 70 32 50 73 12 34 53 35 54 36 55 17 76 38 57 &0470 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ; enemies_and_objects_types &0480 c8 c8 17 07 16 01 17 18 15 17 c8 15 00 00 00 00 &0490 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; rooms_visited &04a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &04b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; level_title_string &04c0 1c 03 09 0b 03 ; define text window x:(&03, &0b), y:(&03, &09) &04c5 11 80 ; COLOUR 128 &04c7 0c ; CLS &04c8 11 02 ; COLOUR 2 &04ca 1a ; restore default windows &04cb 1f 06 05 ; TAB(&06, &05) &04ce 54 48 45 ; "THE" &04d1 1f 06 06 ; TAB(&06, &06) &04d4 4c 41 53 54 20 ; "LAST " &04d9 1f 06 07 ; TAB(&06, &07) &04dc 4e 49 4e 4a 41 ; "NINJA" &04e1 0d ; title_screen_text_colours &04e2 02 00 03 03 03 03 03 03 03 03 03 03 03 00 01 01 ; unused &04f2 fd fe 20 ff fe ff 20 fe 20 fd 20 fe 20 0d ; triggers_x &0500 0b 0e 05 06 07 00 00 00 00 00 00 00 00 00 00 00 ; triggers_room &0510 e3 e5 78 78 78 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f ; enemies_and_objects_locations &0520 13 04 58 44 38 64 57 4b 49 68 79 67 ff ff ff ff &0530 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ; enemies_and_objects_rooms &0540 03 05 04 0b 0a 0e 0d 10 12 15 18 17 1f 1f 1f 1f &0550 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f ; player_back_buffer &0560 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0570 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0580 0c 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0590 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05c0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05d0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05e0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; enemy_or_object_back_buffer &05f0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0600 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0610 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0620 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0630 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0640 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0650 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0660 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0670 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; dragon_breath_sprite &0680 00 00 00 77 fc 11 00 00 00 00 fa f0 f0 fc 73 00 &0690 00 f2 f7 fd f3 f5 fb 10 76 cc ea 80 cc c4 f7 ba &06a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &06b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; triggers_y &06c0 21 11 39 39 39 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f ; find_sprite &06d0 ff 74 66 74 64 64 20 00 55 f5 75 75 75 75 20 00 &06e0 bb d5 d5 f5 f5 f5 a0 00 88 c4 e4 e4 e4 ec c0 00 ; suggested_objects &06f0 0c ; OBJECT_WEAPON_STAR &06f1 01 ; OBJECT_FLOWER &06f2 07 ; OBJECT_AMULET &06f3 08 ; OBJECT_APPLE &06f4 0c ; OBJECT_WEAPON_STAR &06f5 01 ; OBJECT_FLOWER &06f6 07 ; OBJECT_AMULET &06f7 08 ; OBJECT_APPLE ; unused &06f8 0c 01 07 08 0c 01 07 08 ; sprite &00 : part_36 part_01 part_02 part_03 ; SCENERY_TREE_ONE ; sprite &01 : part_04 part_05 ; SCENERY_TREE_TWO ; sprite &02 : part_06 part_07 ; SCENERY_BUSH_ONE_LEFT ; sprite &03 : part_08 part_09 ; SCENERY_BUSH_ONE_RIGHT ; sprite &04 : part_0a ; SCENERY_BUSH_TWO ; sprite &05 : part_0b part_0c part_0d part_0e ; SCENERY_TREE_THREE ; sprite &06 : part_0f part_10 part_11 part_12 ; SCENERY_TREE_FOUR_LEFT ; sprite &07 : part_13 part_14 part_15 part_16 ; SCENERY_TREE_FOUR_RIGHT ; sprite &08 : part_17 part_18 part_19 part_1a ; SCENERY_TREE_FIVE_LEFT ; sprite &09 : part_1b part_1c part_1d part_1e ; SCENERY_TREE_FIVE_RIGHT ; sprite &0a : part_1f part_20 part_21 ; SCENERY_POINTY_ROCK ; sprite &0b : part_22 part_23 ; SCENERY_LESS_POINTY_ROCK ; sprite &0c : part_24 part_25 ; SCENERY_MOUND_LEFT ; sprite &0d : part_26 part_27 ; SCENERY_MOUND_RIGHT ; sprite &0e : part_28 part_29 part_2a part_2b ; SCENERY_BUDDHA_STATUE ; sprite &0f : part_2c part_2d ; SCENERY_FENCE_SW_NE ; sprite &10 : part_2e part_2f ; SCENERY_FENCE_NW_SE (unused) ; sprite &11 : part_30 part_31 part_32 ; SCENERY_BUSH_THREE_LEFT ; sprite &12 : part_33 part_34 part_35 ; SCENERY_BUSH_THREE_RIGHT ; sprite &13 : part_36 part_37 part_38 ; SCENERY_BUSH_FOUR ; sprite &14 : part_39 part_3a ; SCENERY_FLOWER_PATCH ; sprite &15 : part_3b part_3c part_3c part_3e ; SCENERY_ROCKS ; sprite &16 : part_3d ; SCENERY_FLOWER_PATCH ; sprite &17 : part_3f part_40 ; SCENERY_POOL_LEFT ; sprite &18 : part_41 part_42 ; SCENERY_POOL_RIGHT ; sprite &19 : part_43 part_44 part_45 part_46 ; SCENERY_FOUNTAIN ; sprite &1a : part_47 part_48 part_47 part_5c ; SCENERY_BAMBOO_BOTTOM ; sprite &1b : part_49 part_4a part_4b ; SCENERY_BAMBOO_TOP ; sprite &1c : part_4c part_4d part_4e part_4f ; SCENERY_TREE_SIX_TOP ; sprite &1d : part_50 part_50 part_51 ; SCENERY_TREE_SIX_BOTTOM ; sprite &1e : part_52 part_53 ; SCENERY_TREE_SEVEN_TOP ; sprite &1f : part_54 ; SCENERY_SMALL_ROCK ; sprite &20 : part_55 ; SCENERY_STEPPING_STONE ; sprite &21 : part_56 part_57 ; SCENERY_WATER ; sprite &22 : part_58 part_59 ; SCENERY_LESS_POINTY_ROCK (unused) ; sprite &23 : part_56 part_5a ; SCENERY_WATER_EDGE_NW_SE ; sprite &24 : part_56 part_5b ; SCENERY_WATER_EDGE_SW_NE ; sprite &25 : part_5c part_5c ; SCENERY_BAMBOO_BOTTOM_TWO (unused) ; sprite &26 : part_5d part_5e part_5f part_78 ; SCENERY_HUT_LEFT ; sprite &27 : part_60 part_61 part_62 part_63 ; SCENERY_HUT_RIGHT ; sprite &28 : part_64 part_65 part_65 part_66 ; SCENERY_YELLOW_WALL ; sprite &29 : part_67 part_68 part_69 part_6a ; SCENERY_AMULET_STATUE_TOP ; sprite &2a : part_6b part_6c ; SCENERY_AMULET_STATUE_BOTTOM ; sprite &2b : part_6d part_6e part_6e part_6e ; SCENERY_BRICK_WALL_NW_SE_TOP ; sprite &2c : part_6e part_6f ; SCENERY_BRICK_WALL_NW_SE_BOTTOM ; sprite &2d : part_70 part_71 part_71 part_71 ; SCENERY_BRICK_WALL_SW_NE_TOP ; sprite &2e : part_71 part_72 ; SCENERY_BRICK_WALL_SW_NE_BOTTOM ; sprite &2f : part_6d part_6e part_6f ; SCENERY_BRICK_WALL_NW_SE_BOTTOM_TWO ; sprite &30 : part_70 part_71 part_72 ; SCENERY_BRICK_WALL_SW_NE_BOTTOM_TWO ; sprite &31 : part_73 part_73 part_73 part_74 ; SCENERY_BLACK_AND_RED_WALL ; sprite &32 : part_75 part_76 part_76 ; SCENERY_POLE_TOP (unused) ; sprite &33 : part_7c ; SCENERY_PATH_BOTTOM_LEFT_ONE ; sprite &34 : part_7d part_7c ; SCENERY_PATH_BOTTOM_LEFT_TWO ; sprite &35 : part_7d part_7e ; SCENERY_PATH_BOTTOM_RIGHT_TWO ; sprite &36 : part_7e ; SCENERY_PATH_BOTTOM_RIGHT_ONE ; sprite &37 : part_77 ; SCENERY_RED_GRASS ; sprite &38 : part_3e ; SCENERY_RED_EDGE (unused) ; sprite &39 : part_56 part_57 part_56 part_5a ; SCENERY_WATER_EDGE_NW_SE_TWO ; sprite &3a : part_56 part_57 part_57 part_56 ; SCENERY_WATER ; sprite &3b : part_57 part_56 part_57 part_5b ; SCENERY_WATER_EDGE_SW_NE_TWO ; sprite &3c : part_7b ; SCENERY_PATH_TOP_LEFT_ONE ; sprite &3d : part_7b part_7d ; SCENERY_PATH_TOP_LEFT_TWO ; sprite &3e : part_7a part_7d ; SCENERY_PATH_TOP_RIGHT_TWO ; sprite &3f : part_7a ; SCENERY_PATH_TOP_RIGHT_ONE ; scenery_sprites_parts_table ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &0700 36 04 06 08 0a 0b 0f 13 17 1b 1f 22 24 26 28 2c ; &00 &0710 2e 30 33 36 39 3b 3d 3f 41 43 47 49 4c 50 52 54 ; &10 &0720 55 56 58 56 56 5c 5d 60 64 67 6b 6d 6e 70 71 6d ; &20 &0730 70 73 75 7c 7d 7d 7e 77 3e 56 56 57 ff 7b 7a ff ; &30 &0740 01 05 07 09 ff 0c 10 14 18 1c 20 23 25 27 29 2d ; &40 &0750 2f 31 34 37 3a 3c ff 40 42 44 48 4a 4d 50 53 ff ; &50 &0760 ff 57 59 5a 5b 5c 5e 61 65 68 6c 6e 6f 71 72 6e ; &60 &0770 71 73 76 ff 7c 7e ff ff ff 57 57 56 7b 7d 7d 7a ; &70 &0780 02 ff ff ff ff 0d 11 15 19 1d 21 ff ff ff 2a ff ; &80 &0790 ff 32 35 38 ff 3c ff ff ff 45 47 4b 4e 51 ff ff ; &90 &07a0 ff ff ff ff ff ff 5f 62 65 69 ff 6e ff 71 ff 6f ; &a0 &07b0 72 73 76 ff ff ff ff ff ff 56 57 57 ff ff ff ff ; &b0 &07c0 03 ff ff ff ff 0e 12 16 1a 1e ff ff ff ff 2b ff ; &c0 &07d0 ff ff ff ff ff 3e ff ff ff 46 5c ff 4f ff ff ff ; &d0 &07e0 ff ff ff ff ff ff 78 63 66 6a ff 6e ff 71 ff ff ; &e0 &07f0 ff 74 ff ff ff ff ff ff ff 5a 56 5b ff ff ff ff ; &f0 ; 3.LEVEL-B ; 004c20 004c20 001ae0 ; path_sprite_0 # NW to SE path &4c20 ff 33 00 00 00 00 00 00 ff ff ff 33 00 00 00 00 &4c30 ff ff ff ff ff 33 00 00 ff ff ff ff ff ff ff 33 &4c40 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c50 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c60 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c70 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c80 00 cc ff ff ff ff ff ff 00 00 00 cc ff ff ff ff &4c90 00 00 00 00 00 cc ff ff 00 00 00 00 00 00 00 cc ; path_sprite_1 # SW to NE path &4ca0 00 00 00 00 00 00 33 ff 00 00 00 00 33 ff ff ff &4cb0 00 00 33 ff ff ff ff ff 33 ff ff ff ff ff ff ff &4cc0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4cd0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4ce0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4cf0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4d00 ff ff ff ff ff ff cc 00 ff ff ff ff cc 00 00 00 &4d10 ff ff cc 00 00 00 00 00 cc 00 00 00 00 00 00 00 ; path_sprite_2 # NW to SE water &4d20 f9 32 00 00 00 00 00 00 fc f0 f9 72 00 00 00 00 &4d30 f2 f0 fc f8 f5 10 00 00 f2 f0 f5 f0 f0 f6 f8 11 &4d40 f2 f0 f6 f0 f4 f0 fa f0 f8 f0 f0 f0 f5 f0 f4 f0 &4d50 f9 f0 f6 f0 f0 f0 f9 f0 f0 f0 f4 f1 f2 f0 f3 f0 &4d60 f5 f0 f1 f8 f0 f0 f8 f0 f0 f0 f8 f2 f0 f0 f6 f0 &4d70 fa f0 f0 fa f0 f0 f3 f0 c3 f4 f0 f2 f0 f0 f8 f0 &4d80 0c 0f c3 f0 f1 f0 f9 f0 00 04 0e 0f c3 f0 f0 f0 &4d90 00 00 00 08 0d 0f c3 f8 00 00 00 00 00 08 0e 0f ; path_obstacle_values &4da0 00 ; OBSTACLE_NONE &4da1 00 ; OBSTACLE_NONE &4da2 02 ; OBSTACLE_SINK ; passable_scenery_sprite_parts &4da3 55 79 7a 7b 7c 7d 7e 7f 5a 5b 79 79 79 ; room_types ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &4db0 00 01 02 03 04 05 06 07 08 09 0a 04 0b 0c 0d 0e ; &00 &4dc0 0f 0b 10 11 12 13 14 15 16 00 00 00 00 00 00 00 : &10 ; title_screen_string_one &4dd0 1f 00 0b ; TAB(&00, &0b) &4dd3 11 81 ; COLOUR 129 &4dd5 43 2e 31 39 38 38 20 53 55 50 45 52 49 4f 52 ; "C.1988 SUPERIOR" &4de4 0d ; unused &4de5 0d 0d 0d ; title_screen_string_two &4de8 1f 00 0b ; TAB(&00, &0b) &4deb 11 81 ; COLOUR 129 &4ded 62 79 20 20 50 45 54 45 52 20 53 43 4f 54 54 ; "by PETER SCOTT" &4dfc 0d ; unused &4dfe 0d 0d 0d ; title_screen_string_three &4e00 1f 00 0b ; TAB(&00, &0b) &4e03 11 81 ; COLOUR 129 &4e05 66 6f 72 20 44 59 4c 41 4e 20 47 41 4d 45 53 ; "for DYLAN GAMES" &4e14 0d ; unused &4e15 0d 0d 0d 00 00 00 00 00 00 00 00 ; room_type_00_data &4e20 94 95 ; path &01 (PATH_SW_NE), direction 0, length 5 at (4, 9) &4e22 96 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (6, 9) &4e24 a2 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (2, a) &4e26 a4 f5 ; path &01 (PATH_SW_NE), direction 3, length 5 at (4, a) &4e28 00 00 ; sprite &00 (SCENERY_TREE_ONE) at (0, 0) &4e2a 25 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (5, 2) &4e2c 35 0b ; sprite &0b (SCENERY_LESS_POINTY_ROCK) at (5, 3) &4e2e 0d 26 ; sprite &26 (SCENERY_HUT_LEFT) at (d, 0) &4e30 2c 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (c, 2) &4e32 09 06 ; sprite &06 (SCENERY_TREE_FOUR_LEFT) at (9, 0) &4e34 0b 07 ; sprite &07 (SCENERY_TREE_FOUR_RIGHT) at (b, 0) &4e36 16 08 ; sprite &08 (SCENERY_TREE_FIVE_LEFT) at (6, 1) &4e38 18 09 ; sprite &09 (SCENERY_TREE_FIVE_RIGHT) at (8, 1) &4e3a 48 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (8, 4) &4e3c 52 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (2, 5) &4e3e 54 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (4, 5) &4e40 63 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (3, 6) &4e42 55 16 ; sprite &16 (SCENERY_FLOWER_PATCH) at (5, 5) &4e44 70 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (0, 7) &4e46 81 0d ; sprite &0d (SCENERY_MOUND_RIGHT) at (1, 8) &4e48 91 0b ; sprite &0b (SCENERY_LESS_POINTY_ROCK) at (1, 9) &4e4a 90 0d ; sprite &0d (SCENERY_MOUND_RIGHT) at (0, 9) &4e4c e4 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (4, e) &4e4e e6 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (6, e) &4e50 d8 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (8, d) &4e52 ca 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (a, c) &4e54 bc 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (c, b) &4e56 ae 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (e, a) &4e58 51 16 ; sprite &16 (SCENERY_FLOWER_PATCH) at (1, 5) &4e5a 57 0c ; sprite &0c (SCENERY_MOUND_LEFT) at (7, 5) &4e5c cd 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (d, c) &4e5e de 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (e, d) &4e60 d9 06 ; sprite &06 (SCENERY_TREE_FOUR_LEFT) at (9, d) &4e62 db 07 ; sprite &07 (SCENERY_TREE_FOUR_RIGHT) at (b, d) &4e64 21 08 ; sprite &08 (SCENERY_TREE_FIVE_LEFT) at (1, 2) &4e66 23 09 ; sprite &09 (SCENERY_TREE_FIVE_RIGHT) at (3, 2) &4e68 80 1c ; sprite &1c (SCENERY_TREE_SIX_TOP) at (0, 8) &4e6a c0 1d ; sprite &1d (SCENERY_TREE_SIX_BOTTOM) at (0, c) &4e6c ff ; room_type_01_data &4e6d 74 d0 ; path &00 (PATH_NW_SE), direction 2, length 4 at (4, 7) &4e6f 76 d8 ; path &00 (PATH_NW_SE), direction 2, length 6 at (6, 7) &4e71 84 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (4, 8) &4e73 86 f9 ; path &01 (PATH_SW_NE), direction 3, length 6 at (6, 8) &4e75 b0 b0 ; path &00 (PATH_NW_SE), direction 1, length 4 at (0, b) &4e77 b2 b0 ; path &00 (PATH_NW_SE), direction 1, length 4 at (2, b) &4e79 05 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (5, 0) &4e7b 71 0b ; sprite &0b (SCENERY_LESS_POINTY_ROCK) at (1, 7) &4e7d 80 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (0, 8) &4e7f 82 16 ; sprite &16 (SCENERY_FLOWER_PATCH) at (2, 8) &4e81 60 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (0, 6) &4e83 f0 04 ; sprite &04 (SCENERY_BUSH_TWO) at (0, f) &4e85 e2 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (2, e) &4e87 f3 16 ; sprite &16 (SCENERY_FLOWER_PATCH) at (3, f) &4e89 e5 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (5, e) &4e8b 6b 04 ; sprite &04 (SCENERY_BUSH_TWO) at (b, 6) &4e8d 5d 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (d, 5) &4e8f 5e 16 ; sprite &16 (SCENERY_FLOWER_PATCH) at (e, 5) &4e91 7d 05 ; sprite &05 (SCENERY_TREE_THREE) at (d, 7) &4e93 9c 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (c, 9) &4e95 ab 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (b, a) &4e97 ad 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (d, a) &4e99 ae 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (e, a) &4e9b bd 0b ; sprite &0b (SCENERY_LESS_POINTY_ROCK) at (d, b) &4e9d 02 0b ; sprite &0b (SCENERY_LESS_POINTY_ROCK) at (2, 0) &4e9f 01 01 ; sprite &01 (SCENERY_TREE_TWO) at (1, 0) &4ea1 04 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (4, 0) &4ea3 14 16 ; sprite &16 (SCENERY_FLOWER_PATCH) at (4, 1) &4ea5 06 0d ; sprite &0d (SCENERY_MOUND_RIGHT) at (6, 0) &4ea7 25 1f ; sprite &1f (SCENERY_SMALL_ROCK) at (5, 2) &4ea9 0b 0b ; sprite &0b (SCENERY_LESS_POINTY_ROCK) at (b, 0) &4eab 1a 17 ; sprite &17 (SCENERY_POOL_LEFT) at (a, 1) &4ead 1c 18 ; sprite &18 (SCENERY_POOL_RIGHT) at (c, 1) &4eaf 17 08 ; sprite &08 (SCENERY_TREE_FIVE_LEFT) at (7, 1) &4eb1 19 09 ; sprite &09 (SCENERY_TREE_FIVE_RIGHT) at (9, 1) &4eb3 ff ; room_type_02_data &4eb4 e0 a4 ; path &00 (PATH_NW_SE), direction 1, length 1 at (0, e) &4eb6 e2 a4 ; path &00 (PATH_NW_SE), direction 1, length 1 at (2, e) &4eb8 d0 9d ; path &01 (PATH_SW_NE), direction 0, length 7 at (0, d) &4eba d2 99 ; path &01 (PATH_SW_NE), direction 0, length 6 at (2, d) &4ebc 94 a4 ; path &00 (PATH_NW_SE), direction 1, length 1 at (4, 9) &4ebe 74 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (4, 7) &4ec0 76 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (6, 7) &4ec2 88 3f ; sprite &3f () at (8, 8) &4ec4 30 1f ; sprite &1f (SCENERY_SMALL_ROCK) at (0, 3) &4ec6 bd 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (d, b) &4ec8 dc 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (c, d) &4eca de 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (e, d) &4ecc eb 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (b, e) &4ece ed 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (d, e) &4ed0 da 01 ; sprite &01 (SCENERY_TREE_TWO) at (a, d) &4ed2 e0 0d ; sprite &0d (SCENERY_MOUND_RIGHT) at (0, e) &4ed4 a1 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (1, a) &4ed6 a0 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (0, a) &4ed8 b1 0d ; sprite &0d (SCENERY_MOUND_RIGHT) at (1, b) &4eda 11 04 ; sprite &04 (SCENERY_BUSH_TWO) at (1, 1) &4edc 70 18 ; sprite &18 (SCENERY_POOL_RIGHT) at (0, 7) &4ede 92 04 ; sprite &04 (SCENERY_BUSH_TWO) at (2, 9) &4ee0 a3 04 ; sprite &04 (SCENERY_BUSH_TWO) at (3, a) &4ee2 2b 06 ; sprite &06 (SCENERY_TREE_FOUR_LEFT) at (b, 2) &4ee4 2d 07 ; sprite &07 (SCENERY_TREE_FOUR_RIGHT) at (d, 2) &4ee6 5b 01 ; sprite &01 (SCENERY_TREE_TWO) at (b, 5) &4ee8 53 1a ; sprite &1a (SCENERY_BAMBOO_BOTTOM) at (3, 5) &4eea 54 1a ; sprite &1a (SCENERY_BAMBOO_BOTTOM) at (4, 5) &4eec 46 1a ; sprite &1a (SCENERY_BAMBOO_BOTTOM) at (6, 4) &4eee 65 1a ; sprite &1a (SCENERY_BAMBOO_BOTTOM) at (5, 6) &4ef0 57 1a ; sprite &1a (SCENERY_BAMBOO_BOTTOM) at (7, 5) &4ef2 48 1a ; sprite &1a (SCENERY_BAMBOO_BOTTOM) at (8, 4) &4ef4 42 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (2, 4) &4ef6 33 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (3, 3) &4ef8 24 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (4, 2) &4efa 16 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (6, 1) &4efc 28 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (8, 2) &4efe 37 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (7, 3) &4f00 39 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (9, 3) &4f02 35 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (5, 3) &4f04 44 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (4, 4) &4f06 91 37 ; sprite &37 (SCENERY_RED_GRASS) at (1, 9) &4f08 b2 37 ; sprite &37 (SCENERY_RED_GRASS) at (2, b) &4f0a 83 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (3, 8) &4f0c 94 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (4, 9) &4f0e ff ; room_type_03_data &4f0f 94 f5 ; path &01 (PATH_SW_NE), direction 3, length 5 at (4, 9) &4f11 96 f9 ; path &01 (PATH_SW_NE), direction 3, length 6 at (6, 9) &4f13 96 b0 ; path &00 (PATH_NW_SE), direction 1, length 4 at (6, 9) &4f15 98 ac ; path &00 (PATH_NW_SE), direction 1, length 3 at (8, 9) &4f17 74 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (4, 7) &4f19 76 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (6, 7) &4f1b 78 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (8, 7) &4f1d 7a 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (a, 7) &4f1f 8c 3f ; sprite &3f () at (c, 8) &4f21 f2 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (2, f) &4f23 e4 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (4, e) &4f25 c8 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (8, c) &4f27 ca 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (a, c) &4f29 d7 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (7, d) &4f2b d9 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (9, d) &4f2d db 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (b, d) &4f2f e6 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (6, e) &4f31 e8 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (8, e) &4f33 ea 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (a, e) &4f35 ec 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (c, e) &4f37 ee 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (e, e) &4f39 d7 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (7, d) &4f3b ec 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (c, e) &4f3d 10 1c ; sprite &1c (SCENERY_TREE_SIX_TOP) at (0, 1) &4f3f 50 1d ; sprite &1d (SCENERY_TREE_SIX_BOTTOM) at (0, 5) &4f41 70 0d ; sprite &0d (SCENERY_MOUND_RIGHT) at (0, 7) &4f43 90 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (0, 9) &4f45 23 19 ; sprite &19 (SCENERY_FOUNTAIN) at (3, 2) &4f47 62 17 ; sprite &17 (SCENERY_POOL_LEFT) at (2, 6) &4f49 64 18 ; sprite &18 (SCENERY_POOL_RIGHT) at (4, 6) &4f4b 82 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (2, 8) &4f4d 73 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (3, 7) &4f4f 71 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (1, 7) &4f51 15 08 ; sprite &08 (SCENERY_TREE_FIVE_LEFT) at (5, 1) &4f53 17 09 ; sprite &09 (SCENERY_TREE_FIVE_RIGHT) at (7, 1) &4f55 0b 06 ; sprite &06 (SCENERY_TREE_FOUR_LEFT) at (b, 0) &4f57 0d 07 ; sprite &07 (SCENERY_TREE_FOUR_RIGHT) at (d, 0) &4f59 48 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (8, 4) &4f5b 58 1f ; sprite &1f (SCENERY_SMALL_ROCK) at (8, 5) &4f5d 67 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (7, 6) &4f5f 2a 05 ; sprite &05 (SCENERY_TREE_THREE) at (a, 2) &4f61 2d 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (d, 2) &4f63 4d 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (d, 4) &4f65 4b 00 ; sprite &00 (SCENERY_TREE_ONE) at (b, 4) &4f67 6c 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (c, 6) &4f69 6e 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (e, 6) &4f6b 7d 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (d, 7) &4f6d 6a 04 ; sprite &04 (SCENERY_BUSH_TWO) at (a, 6) &4f6f ff ; room_type_04_data &4f70 a0 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (0, a) &4f72 b0 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (0, b) &4f74 d0 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (0, d) &4f76 d2 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (2, d) &4f78 d4 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (4, d) &4f7a c0 9d ; path &01 (PATH_SW_NE), direction 0, length 7 at (0, c) &4f7c b0 9d ; path &01 (PATH_SW_NE), direction 0, length 7 at (0, b) &4f7e 64 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (4, 6) &4f80 66 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (6, 6) &4f82 78 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (8, 7) &4f84 72 a4 ; path &00 (PATH_NW_SE), direction 1, length 1 at (2, 7) &4f86 f0 04 ; sprite &04 (SCENERY_BUSH_TWO) at (0, f) &4f88 f3 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (3, f) &4f8a e4 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (4, e) &4f8c d6 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (6, d) &4f8e c9 08 ; sprite &08 (SCENERY_TREE_FIVE_LEFT) at (9, c) &4f90 cb 09 ; sprite &09 (SCENERY_TREE_FIVE_RIGHT) at (b, c) &4f92 d7 08 ; sprite &08 (SCENERY_TREE_FIVE_LEFT) at (7, d) &4f94 bc 00 ; sprite &00 (SCENERY_TREE_ONE) at (c, b) &4f96 d9 09 ; sprite &09 (SCENERY_TREE_FIVE_RIGHT) at (9, d) &4f98 ae 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (e, a) &4f9a bd 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (d, b) &4f9c ec 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (c, e) &4f9e ee 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (e, e) &4fa0 42 31 ; sprite &31 (SCENERY_BLACK_AND_RED_WALL) at (2, 4) &4fa2 34 0e ; sprite &0e (SCENERY_BUDDHA_STATUE) at (4, 3) &4fa4 36 31 ; sprite &31 (SCENERY_BLACK_AND_RED_WALL) at (6, 3) &4fa6 00 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (0, 0) &4fa8 20 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (0, 2) &4faa 50 00 ; sprite &00 (SCENERY_TREE_ONE) at (0, 5) &4fac 62 00 ; sprite &00 (SCENERY_TREE_ONE) at (2, 6) &4fae 06 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (6, 0) &4fb0 71 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (1, 7) &4fb2 40 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (0, 4) &4fb4 03 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (3, 0) &4fb6 80 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (0, 8) &4fb8 82 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (2, 8) &4fba a1 04 ; sprite &04 (SCENERY_BUSH_TWO) at (1, a) &4fbc 84 04 ; sprite &04 (SCENERY_BUSH_TWO) at (4, 8) &4fbe 02 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (2, 0) &4fc0 01 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (1, 0) &4fc2 22 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (2, 2) &4fc4 14 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (4, 1) &4fc6 16 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (6, 1) &4fc8 07 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (7, 0) &4fca 09 12 ; sprite &12 (SCENERY_BUSH_THREE_RIGHT) at (9, 0) &4fcc 28 08 ; sprite &08 (SCENERY_TREE_FIVE_LEFT) at (8, 2) &4fce 2a 09 ; sprite &09 (SCENERY_TREE_FIVE_RIGHT) at (a, 2) &4fd0 38 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (8, 3) &4fd2 1d 1a ; sprite &1a (SCENERY_BAMBOO_BOTTOM) at (d, 1) &4fd4 0d 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (d, 0) &4fd6 4c 0b ; sprite &0b (SCENERY_LESS_POINTY_ROCK) at (c, 4) &4fd8 49 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (9, 4) &4fda 4b 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (b, 4) &4fdc 58 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (8, 5) &4fde 5a 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (a, 5) &4fe0 41 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (1, 4) &4fe2 27 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (7, 2) &4fe4 0a 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (a, 0) &4fe6 47 00 ; sprite &00 (SCENERY_TREE_ONE) at (7, 4) &4fe8 0c 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (c, 0) &4fea 05 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (5, 0) &4fec e5 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (5, e) &4fee ff ; room_type_05_data &4fef a0 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (0, a) &4ff1 d0 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (0, d) &4ff3 d2 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (2, d) &4ff5 c4 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (4, c) &4ff7 c0 9d ; path &01 (PATH_SW_NE), direction 0, length 7 at (0, c) &4ff9 b0 9d ; path &01 (PATH_SW_NE), direction 0, length 7 at (0, b) &4ffb 56 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (6, 5) &4ffd 68 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (8, 6) &4fff 76 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (6, 7) &5001 64 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (4, 6) &5003 b0 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (0, b) &5005 f0 04 ; sprite &04 (SCENERY_BUSH_TWO) at (0, f) &5007 e6 05 ; sprite &05 (SCENERY_TREE_THREE) at (6, e) &5009 d8 08 ; sprite &08 (SCENERY_TREE_FIVE_LEFT) at (8, d) &500b da 09 ; sprite &09 (SCENERY_TREE_FIVE_RIGHT) at (a, d) &500d dd 1d ; sprite &1d (SCENERY_TREE_SIX_BOTTOM) at (d, d) &500f ad 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (d, a) &5011 bc 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (c, b) &5013 ce 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (e, c) &5015 00 06 ; sprite &06 (SCENERY_TREE_FOUR_LEFT) at (0, 0) &5017 02 07 ; sprite &07 (SCENERY_TREE_FOUR_RIGHT) at (2, 0) &5019 50 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (0, 5) &501b 42 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (2, 4) &501d 34 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (4, 3) &501f 26 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (6, 2) &5021 18 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (8, 1) &5023 0a 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (a, 0) &5025 0c 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (c, 0) &5027 0e 12 ; sprite &12 (SCENERY_BUSH_THREE_RIGHT) at (e, 0) &5029 2d 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (d, 2) &502b 29 08 ; sprite &08 (SCENERY_TREE_FIVE_LEFT) at (9, 2) &502d 2b 09 ; sprite &09 (SCENERY_TREE_FIVE_RIGHT) at (b, 2) &502f 48 16 ; sprite &16 (SCENERY_FLOWER_PATCH) at (8, 4) &5031 49 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (9, 4) &5033 4b 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (b, 4) &5035 14 19 ; sprite &19 (SCENERY_FOUNTAIN) at (4, 1) &5037 53 17 ; sprite &17 (SCENERY_POOL_LEFT) at (3, 5) &5039 55 18 ; sprite &18 (SCENERY_POOL_RIGHT) at (5, 5) &503b 60 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (0, 6) &503d 51 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (1, 5) &503f 73 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (3, 7) &5041 62 00 ; sprite &00 (SCENERY_TREE_ONE) at (2, 6) &5043 80 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (0, 8) &5045 82 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (2, 8) &5047 81 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (1, 8) &5049 e2 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (2, e) &504b ff ; room_type_06_data &504c c0 ed ; path &01 (PATH_SW_NE), direction 3, length 3 at (0, c) &504e b0 a0 ; path &00 (PATH_NW_SE), direction 1, length 0 at (0, b) &5050 92 e5 ; path &01 (PATH_SW_NE), direction 3, length 1 at (2, 9) &5052 70 a4 ; path &00 (PATH_NW_SE), direction 1, length 1 at (0, 7) &5054 52 e5 ; path &01 (PATH_SW_NE), direction 3, length 1 at (2, 5) &5056 42 a0 ; path &00 (PATH_NW_SE), direction 1, length 0 at (2, 4) &5058 32 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (2, 3) &505a 24 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (4, 2) &505c 26 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (6, 2) &505e 28 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (8, 2) &5060 2a 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (a, 2) &5062 3c 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (c, 3) &5064 4e 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (e, 4) &5066 46 ac ; path &00 (PATH_NW_SE), direction 1, length 3 at (6, 4) &5068 8c e9 ; path &01 (PATH_SW_NE), direction 3, length 2 at (c, 8) &506a b8 a4 ; path &00 (PATH_NW_SE), direction 1, length 1 at (8, b) &506c b0 04 ; sprite &04 (SCENERY_BUSH_TWO) at (0, b) &506e 70 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (0, 7) &5070 82 37 ; sprite &37 (SCENERY_RED_GRASS) at (2, 8) &5072 10 06 ; sprite &06 (SCENERY_TREE_FOUR_LEFT) at (0, 1) &5074 12 07 ; sprite &07 (SCENERY_TREE_FOUR_RIGHT) at (2, 1) &5076 41 0b ; sprite &0b (SCENERY_LESS_POINTY_ROCK) at (1, 4) &5078 04 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (4, 0) &507a 06 0c ; sprite &0c (SCENERY_MOUND_LEFT) at (6, 0) &507c 18 16 ; sprite &16 (SCENERY_FLOWER_PATCH) at (8, 1) &507e 17 0b ; sprite &0b (SCENERY_LESS_POINTY_ROCK) at (7, 1) &5080 0a 01 ; sprite &01 (SCENERY_TREE_TWO) at (a, 0) &5082 0d 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (d, 0) &5084 1c 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (c, 1) &5086 e3 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (3, e) &5088 f6 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (6, f) &508a e8 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (8, e) &508c da 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (a, d) &508e cc 26 ; sprite &26 (SCENERY_HUT_LEFT) at (c, c) &5090 ce 27 ; sprite &27 (SCENERY_HUT_RIGHT) at (e, c) &5092 eb 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (b, e) &5094 ee 00 ; sprite &00 (SCENERY_TREE_ONE) at (e, e) &5096 68 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (8, 6) &5098 66 37 ; sprite &37 (SCENERY_RED_GRASS) at (6, 6) &509a 77 04 ; sprite &04 (SCENERY_BUSH_TWO) at (7, 7) &509c 69 01 ; sprite &01 (SCENERY_TREE_TWO) at (9, 6) &509e 78 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (8, 7) &50a0 7a 0b ; sprite &0b (SCENERY_LESS_POINTY_ROCK) at (a, 7) &50a2 99 1f ; sprite &1f (SCENERY_SMALL_ROCK) at (9, 9) &50a4 98 01 ; sprite &01 (SCENERY_TREE_TWO) at (8, 9) &50a6 a7 04 ; sprite &04 (SCENERY_BUSH_TWO) at (7, a) &50a8 a6 00 ; sprite &00 (SCENERY_TREE_ONE) at (6, a) &50aa b8 0b ; sprite &0b (SCENERY_LESS_POINTY_ROCK) at (8, b) &50ac ff ; room_type_07_data &50ad b0 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (0, b) &50af c0 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (0, c) &50b1 c0 9d ; path &01 (PATH_SW_NE), direction 0, length 7 at (0, c) &50b3 d0 9d ; path &01 (PATH_SW_NE), direction 0, length 7 at (0, d) &50b5 e0 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (0, e) &50b7 e2 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (2, e) &50b9 e4 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (4, e) &50bb ad 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (d, a) &50bd ec 1d ; sprite &1d (SCENERY_TREE_SIX_BOTTOM) at (c, e) &50bf cd 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (d, c) &50c1 bc 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (c, b) &50c3 cb 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (b, c) &50c5 ea 12 ; sprite &12 (SCENERY_BUSH_THREE_RIGHT) at (a, e) &50c7 e8 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (8, e) &50c9 f6 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (6, f) &50cb f8 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (8, f) &50cd 93 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (3, 9) &50cf 85 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (5, 8) &50d1 77 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (7, 7) &50d3 69 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (9, 6) &50d5 5b 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (b, 5) &50d7 4d 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (d, 4) &50d9 00 1c ; sprite &1c (SCENERY_TREE_SIX_TOP) at (0, 0) &50db 40 1d ; sprite &1d (SCENERY_TREE_SIX_BOTTOM) at (0, 4) &50dd 61 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (1, 6) &50df 70 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (0, 7) &50e1 72 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (2, 7) &50e3 81 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (1, 8) &50e5 02 06 ; sprite &06 (SCENERY_TREE_FOUR_LEFT) at (2, 0) &50e7 04 07 ; sprite &07 (SCENERY_TREE_FOUR_RIGHT) at (4, 0) &50e9 15 05 ; sprite &05 (SCENERY_TREE_THREE) at (5, 1) &50eb 34 08 ; sprite &08 (SCENERY_TREE_FIVE_LEFT) at (4, 3) &50ed 36 09 ; sprite &09 (SCENERY_TREE_FIVE_RIGHT) at (6, 3) &50ef 18 04 ; sprite &04 (SCENERY_BUSH_TWO) at (8, 1) &50f1 0a 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (a, 0) &50f3 1b 0c ; sprite &0c (SCENERY_MOUND_LEFT) at (b, 1) &50f5 1d 0d ; sprite &0d (SCENERY_MOUND_RIGHT) at (d, 1) &50f7 0d 0c ; sprite &0c (SCENERY_MOUND_LEFT) at (d, 0) &50f9 2c 01 ; sprite &01 (SCENERY_TREE_TWO) at (c, 2) &50fb 3a 04 ; sprite &04 (SCENERY_BUSH_TWO) at (a, 3) &50fd 29 01 ; sprite &01 (SCENERY_TREE_TWO) at (9, 2) &50ff ff ; room_type_08_data &5100 a6 f5 ; path &01 (PATH_SW_NE), direction 3, length 5 at (6, a) &5102 88 f5 ; path &01 (PATH_SW_NE), direction 3, length 5 at (8, 8) &5104 75 b2 ; path &02 (WATER_NW_SE), direction 1, length 4 at (5, 7) &5106 79 aa ; path &02 (WATER_NW_SE), direction 1, length 2 at (9, 7) &5108 67 ae ; path &02 (WATER_NW_SE), direction 1, length 3 at (7, 6) &510a 46 b2 ; path &02 (WATER_NW_SE), direction 1, length 4 at (6, 4) &510c 00 3a ; sprite &3a (SCENERY_WATER) at (0, 0) &510e 02 3a ; sprite &3a (SCENERY_WATER) at (2, 0) &5110 04 3a ; sprite &3a (SCENERY_WATER) at (4, 0) &5112 06 3a ; sprite &3a (SCENERY_WATER) at (6, 0) &5114 08 3a ; sprite &3a (SCENERY_WATER) at (8, 0) &5116 0a 3a ; sprite &3a (SCENERY_WATER) at (a, 0) &5118 0c 3a ; sprite &3a (SCENERY_WATER) at (c, 0) &511a 20 3a ; sprite &3a (SCENERY_WATER) at (0, 2) &511c 12 3a ; sprite &3a (SCENERY_WATER) at (2, 1) &511e 50 15 ; sprite &15 (SCENERY_ROCKS) at (0, 5) &5120 42 15 ; sprite &15 (SCENERY_ROCKS) at (2, 4) &5122 34 15 ; sprite &15 (SCENERY_ROCKS) at (4, 3) &5124 64 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (4, 6) &5126 46 28 ; sprite &28 (SCENERY_YELLOW_WALL) at (6, 4) &5128 38 28 ; sprite &28 (SCENERY_YELLOW_WALL) at (8, 3) &512a 2a 28 ; sprite &28 (SCENERY_YELLOW_WALL) at (a, 2) &512c 35 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (5, 3) &512e 55 15 ; sprite &15 (SCENERY_ROCKS) at (5, 5) &5130 0c 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (c, 0) &5132 2c 15 ; sprite &15 (SCENERY_ROCKS) at (c, 2) &5134 0d 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (d, 0) &5136 2d 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (d, 2) &5138 4e 00 ; sprite &00 (SCENERY_TREE_ONE) at (e, 4) &513a 9d 20 ; sprite &20 (SCENERY_STEPPING_STONE) at (d, 9) &513c 53 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (3, 5) &513e 80 0b ; sprite &0b (SCENERY_LESS_POINTY_ROCK) at (0, 8) &5140 a0 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (0, a) &5142 92 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (2, 9) &5144 84 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (4, 8) &5146 76 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (6, 7) &5148 f4 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (4, f) &514a e6 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (6, e) &514c d8 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (8, d) &514e ca 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (a, c) &5150 bc 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (c, b) &5152 da 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (a, d) &5154 dc 12 ; sprite &12 (SCENERY_BUSH_THREE_RIGHT) at (c, d) &5156 cd 06 ; sprite &06 (SCENERY_TREE_FOUR_LEFT) at (d, c) &5158 fc 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (c, f) &515a ff ; room_type_09_data &515b c4 95 ; path &01 (PATH_SW_NE), direction 0, length 5 at (4, c) &515d b4 95 ; path &01 (PATH_SW_NE), direction 0, length 5 at (4, b) &515f f0 ca ; path &02 (WATER_NW_SE), direction 2, length 2 at (0, f) &5161 f3 d2 ; path &02 (WATER_NW_SE), direction 2, length 4 at (3, f) &5163 f8 de ; path &02 (WATER_NW_SE), direction 2, length 7 at (8, f) &5165 39 08 ; sprite &08 (SCENERY_TREE_FIVE_LEFT) at (9, 3) &5167 3b 09 ; sprite &09 (SCENERY_TREE_FIVE_RIGHT) at (b, 3) &5169 e0 20 ; sprite &20 (SCENERY_STEPPING_STONE) at (0, e) &516b f0 20 ; sprite &20 (SCENERY_STEPPING_STONE) at (0, f) &516d f4 20 ; sprite &20 (SCENERY_STEPPING_STONE) at (4, f) &516f e7 20 ; sprite &20 (SCENERY_STEPPING_STONE) at (7, e) &5171 c6 20 ; sprite &20 (SCENERY_STEPPING_STONE) at (6, c) &5173 ec 15 ; sprite &15 (SCENERY_ROCKS) at (c, e) &5175 ce 08 ; sprite &08 (SCENERY_TREE_FIVE_LEFT) at (e, c) &5177 ed 15 ; sprite &15 (SCENERY_ROCKS) at (d, e) &5179 bc 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (c, b) &517b ae 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (e, a) &517d 30 12 ; sprite &12 (SCENERY_BUSH_THREE_RIGHT) at (0, 3) &517f 50 15 ; sprite &15 (SCENERY_ROCKS) at (0, 5) &5181 61 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (1, 6) &5183 73 1d ; sprite &1d (SCENERY_TREE_SIX_BOTTOM) at (3, 7) &5185 43 1c ; sprite &1c (SCENERY_TREE_SIX_TOP) at (3, 4) &5187 04 06 ; sprite &06 (SCENERY_TREE_FOUR_LEFT) at (4, 0) &5189 06 07 ; sprite &07 (SCENERY_TREE_FOUR_RIGHT) at (6, 0) &518b 75 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (5, 7) &518d 86 0b ; sprite &0b (SCENERY_LESS_POINTY_ROCK) at (6, 8) &518f 87 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (7, 8) &5191 79 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (9, 7) &5193 6b 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (b, 6) &5195 5d 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (d, 5) &5197 1e 05 ; sprite &05 (SCENERY_TREE_THREE) at (e, 1) &5199 ff ; room_type_0a_data &519a 84 f5 ; path &01 (PATH_SW_NE), direction 3, length 5 at (4, 8) &519c 86 f9 ; path &01 (PATH_SW_NE), direction 3, length 6 at (6, 8) &519e 86 b0 ; path &00 (PATH_NW_SE), direction 1, length 4 at (6, 8) &51a0 88 ac ; path &00 (PATH_NW_SE), direction 1, length 3 at (8, 8) &51a2 76 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (6, 7) &51a4 68 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (8, 6) &51a6 6a 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (a, 6) &51a8 7c 3f ; sprite &3f () at (c, 7) &51aa e9 1a ; sprite &1a (SCENERY_BAMBOO_BOTTOM) at (9, e) &51ac da 1a ; sprite &1a (SCENERY_BAMBOO_BOTTOM) at (a, d) &51ae ec 1a ; sprite &1a (SCENERY_BAMBOO_BOTTOM) at (c, e) &51b0 b9 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (9, b) &51b2 c8 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (8, c) &51b4 ca 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (a, c) &51b6 cc 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (c, c) &51b8 d6 15 ; sprite &15 (SCENERY_ROCKS) at (6, d) &51ba e4 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (4, e) &51bc 00 23 ; sprite &23 (SCENERY_WATER_EDGE_NW_SE) at (0, 0) &51be 02 3a ; sprite &3a (SCENERY_WATER) at (2, 0) &51c0 04 39 ; sprite &39 (SCENERY_WATER_EDGE_NW_SE_TWO) at (4, 0) &51c2 06 3b ; sprite &3b (SCENERY_WATER_EDGE_SW_NE_TWO) at (6, 0) &51c4 08 3a ; sprite &3a (SCENERY_WATER) at (8, 0) &51c6 0a 24 ; sprite &24 (SCENERY_WATER_EDGE_SW_NE) at (a, 0) &51c8 18 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (8, 1) &51ca 1a 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (a, 1) &51cc 39 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (9, 3) &51ce 3a 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (a, 3) &51d0 0d 1c ; sprite &1c (SCENERY_TREE_SIX_TOP) at (d, 0) &51d2 4d 1d ; sprite &1d (SCENERY_TREE_SIX_BOTTOM) at (d, 4) &51d4 cb 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (b, c) &51d6 ee 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (e, e) &51d8 e5 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (5, e) &51da e7 0d ; sprite &0d (SCENERY_MOUND_RIGHT) at (7, e) &51dc 52 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (2, 5) &51de 54 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (4, 5) &51e0 20 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (0, 2) &51e2 40 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (0, 4) &51e4 21 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (1, 2) &51e6 51 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (1, 5) &51e8 32 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (2, 3) &51ea 50 12 ; sprite &12 (SCENERY_BUSH_THREE_RIGHT) at (0, 5) &51ec 80 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (0, 8) &51ee 72 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (2, 7) &51f0 64 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (4, 6) &51f2 56 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (6, 5) &51f4 48 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (8, 4) &51f6 ff ; room_type_0b_data &51f7 26 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (6, 2) &51f9 a4 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (4, a) &51fb a6 f5 ; path &01 (PATH_SW_NE), direction 3, length 5 at (6, a) &51fd 96 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (6, 9) &51ff 98 8d ; path &01 (PATH_SW_NE), direction 0, length 3 at (8, 9) &5201 46 a8 ; path &00 (PATH_NW_SE), direction 1, length 2 at (6, 4) &5203 28 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (8, 2) &5205 3a 3f ; sprite &3f () at (a, 3) &5207 b4 d6 ; path &02 (WATER_NW_SE), direction 2, length 5 at (4, b) &5209 c6 ae ; path &02 (WATER_NW_SE), direction 1, length 3 at (6, c) &520b 94 0c ; sprite &0c (SCENERY_MOUND_LEFT) at (4, 9) &520d 04 26 ; sprite &26 (SCENERY_HUT_LEFT) at (4, 0) &520f 06 27 ; sprite &27 (SCENERY_HUT_RIGHT) at (6, 0) &5211 11 04 ; sprite &04 (SCENERY_BUSH_TWO) at (1, 1) &5213 0b 05 ; sprite &05 (SCENERY_TREE_THREE) at (b, 0) &5215 1d 08 ; sprite &08 (SCENERY_TREE_FIVE_LEFT) at (d, 1) &5217 61 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (1, 6) &5219 82 0d ; sprite &0d (SCENERY_MOUND_RIGHT) at (2, 8) &521b 85 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (5, 8) &521d a7 0b ; sprite &0b (SCENERY_LESS_POINTY_ROCK) at (7, a) &521f a8 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (8, a) &5221 ca 0d ; sprite &0d (SCENERY_MOUND_RIGHT) at (a, c) &5223 dc 0b ; sprite &0b (SCENERY_LESS_POINTY_ROCK) at (c, d) &5225 ac 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (c, a) &5227 9e 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (e, 9) &5229 bd 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (d, b) &522b d8 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (8, d) &522d ea 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (a, e) &522f fc 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (c, f) &5231 e6 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (6, e) &5233 f7 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (7, f) &5235 50 1c ; sprite &1c (SCENERY_TREE_SIX_TOP) at (0, 5) &5237 90 1d ; sprite &1d (SCENERY_TREE_SIX_BOTTOM) at (0, 9) &5239 ff ; room_type_0c_data &523a a0 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (0, a) &523c b0 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (0, b) &523e d0 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (0, d) &5240 d2 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (2, d) &5242 78 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (8, 7) &5244 7a 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (a, 7) &5246 a8 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (8, a) &5248 aa 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (a, a) &524a ac 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (c, a) &524c 9e 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (e, 9) &524e b2 e9 ; path &01 (PATH_SW_NE), direction 3, length 2 at (2, b) &5250 86 f5 ; path &01 (PATH_SW_NE), direction 3, length 5 at (6, 8) &5252 a6 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (6, a) &5254 c0 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (0, c) &5256 e0 15 ; sprite &15 (SCENERY_ROCKS) at (0, e) &5258 e5 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (5, e) &525a f4 16 ; sprite &16 (SCENERY_FLOWER_PATCH) at (4, f) &525c d8 06 ; sprite &06 (SCENERY_TREE_FOUR_LEFT) at (8, d) &525e da 07 ; sprite &07 (SCENERY_TREE_FOUR_RIGHT) at (a, d) &5260 f7 04 ; sprite &04 (SCENERY_BUSH_TWO) at (7, f) &5262 ec 1a ; sprite &1a (SCENERY_BAMBOO_BOTTOM) at (c, e) &5264 ed 1a ; sprite &1a (SCENERY_BAMBOO_BOTTOM) at (d, e) &5266 cc 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (c, c) &5268 ce 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (e, c) &526a dd 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (d, d) &526c 02 05 ; sprite &05 (SCENERY_TREE_THREE) at (2, 0) &526e 52 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (2, 5) &5270 61 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (1, 6) &5272 70 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (0, 7) &5274 72 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (2, 7) &5276 05 01 ; sprite &01 (SCENERY_TREE_TWO) at (5, 0) &5278 07 23 ; sprite &23 (SCENERY_WATER_EDGE_NW_SE) at (7, 0) &527a 09 23 ; sprite &23 (SCENERY_WATER_EDGE_NW_SE) at (9, 0) &527c 0b 21 ; sprite &21 (SCENERY_WATER) at (b, 0) &527e 0d 21 ; sprite &21 (SCENERY_WATER) at (d, 0) &5280 19 23 ; sprite &23 (SCENERY_WATER_EDGE_NW_SE) at (9, 1) &5282 2b 23 ; sprite &23 (SCENERY_WATER_EDGE_NW_SE) at (b, 2) &5284 2d 24 ; sprite &24 (SCENERY_WATER_EDGE_SW_NE) at (d, 2) &5286 3d 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (d, 3) &5288 55 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (5, 5) &528a 54 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (4, 5) &528c 76 1f ; sprite &1f (SCENERY_SMALL_ROCK) at (6, 7) &528e 5b 0b ; sprite &0b (SCENERY_LESS_POINTY_ROCK) at (b, 5) &5290 5c 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (c, 5) &5292 57 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (7, 5) &5294 59 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (9, 5) &5296 48 0b ; sprite &0b (SCENERY_LESS_POINTY_ROCK) at (8, 4) &5298 6a 1f ; sprite &1f (SCENERY_SMALL_ROCK) at (a, 6) &529a 76 1f ; sprite &1f (SCENERY_SMALL_ROCK) at (6, 7) &529c ff ; room_type_0d_data &529d 66 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (6, 6) &529f 68 8d ; path &01 (PATH_SW_NE), direction 0, length 3 at (8, 6) &52a1 74 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (4, 7) &52a3 76 f9 ; path &01 (PATH_SW_NE), direction 3, length 6 at (6, 7) &52a5 49 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (9, 4) &52a7 47 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (7, 4) &52a9 57 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (7, 5) &52ab 65 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (5, 6) &52ad 63 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (3, 6) &52af 73 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (3, 7) &52b1 d1 06 ; sprite &06 (SCENERY_TREE_FOUR_LEFT) at (1, d) &52b3 c4 37 ; sprite &37 (SCENERY_RED_GRASS) at (4, c) &52b5 e3 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (3, e) &52b7 e4 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (4, e) &52b9 d5 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (5, d) &52bb f6 04 ; sprite &04 (SCENERY_BUSH_TWO) at (6, f) &52bd ec 05 ; sprite &05 (SCENERY_TREE_THREE) at (c, e) &52bf a7 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (7, a) &52c1 99 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (9, 9) &52c3 8b 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (b, 8) &52c5 7d 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (d, 7) &52c7 1a 1f ; sprite &1f (SCENERY_SMALL_ROCK) at (a, 1) &52c9 0e 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (e, 0) &52cb 2b 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (b, 2) &52cd 1d 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (d, 1) &52cf 9e 19 ; sprite &19 (SCENERY_FOUNTAIN) at (e, 9) &52d1 bb 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (b, b) &52d3 bd 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (d, b) &52d5 b6 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (6, b) &52d7 c7 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (7, c) &52d9 c9 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (9, c) &52db e8 04 ; sprite &04 (SCENERY_BUSH_TWO) at (8, e) &52dd 00 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (0, 0) &52df 12 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (2, 1) &52e1 14 12 ; sprite &12 (SCENERY_BUSH_THREE_RIGHT) at (4, 1) &52e3 22 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (2, 2) &52e5 11 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (1, 1) &52e7 41 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (1, 4) &52e9 20 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (0, 2) &52eb 50 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (0, 5) &52ed 70 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (0, 7) &52ef 43 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (3, 4) &52f1 52 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (2, 5) &52f3 55 16 ; sprite &16 (SCENERY_FLOWER_PATCH) at (5, 5) &52f5 36 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (6, 3) &52f7 35 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (5, 3) &52f9 28 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (8, 2) &52fb 17 00 ; sprite &00 (SCENERY_TREE_ONE) at (7, 1) &52fd ff ; room_type_0e_data &52fe b0 cc ; path &00 (PATH_NW_SE), direction 2, length 3 at (0, b) &5300 b0 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (0, b) &5302 c2 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (2, c) &5304 c4 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (4, c) &5306 b6 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (6, b) &5308 b2 8d ; path &01 (PATH_SW_NE), direction 0, length 3 at (2, b) &530a b0 8d ; path &01 (PATH_SW_NE), direction 0, length 3 at (0, b) &530c 88 ac ; path &00 (PATH_NW_SE), direction 1, length 3 at (8, 8) &530e 78 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (8, 7) &5310 6a 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (a, 6) &5312 6c 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (c, 6) &5314 7e 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (e, 7) &5316 00 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (0, 0) &5318 e1 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (1, e) &531a e3 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (3, e) &531c d8 05 ; sprite &05 (SCENERY_TREE_THREE) at (8, d) &531e e7 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (7, e) &5320 d9 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (9, d) &5322 cc 05 ; sprite &05 (SCENERY_TREE_THREE) at (c, c) &5324 ea 05 ; sprite &05 (SCENERY_TREE_THREE) at (a, e) &5326 db 08 ; sprite &08 (SCENERY_TREE_FIVE_LEFT) at (b, d) &5328 dd 09 ; sprite &09 (SCENERY_TREE_FIVE_RIGHT) at (d, d) &532a 0d 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (d, 0) &532c 2c 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (c, 2) &532e 2e 12 ; sprite &12 (SCENERY_BUSH_THREE_RIGHT) at (e, 2) &5330 4d 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (d, 4) &5332 5d 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (d, 5) &5334 18 08 ; sprite &08 (SCENERY_TREE_FIVE_LEFT) at (8, 1) &5336 1a 09 ; sprite &09 (SCENERY_TREE_FIVE_RIGHT) at (a, 1) &5338 01 26 ; sprite &26 (SCENERY_HUT_LEFT) at (1, 0) &533a 03 27 ; sprite &27 (SCENERY_HUT_RIGHT) at (3, 0) &533c 24 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (4, 2) &533e 05 1c ; sprite &1c (SCENERY_TREE_SIX_TOP) at (5, 0) &5340 45 1d ; sprite &1d (SCENERY_TREE_SIX_BOTTOM) at (5, 4) &5342 30 15 ; sprite &15 (SCENERY_ROCKS) at (0, 3) &5344 10 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (0, 1) &5346 32 00 ; sprite &00 (SCENERY_TREE_ONE) at (2, 3) &5348 51 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (1, 5) &534a 74 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (4, 7) &534c 66 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (6, 6) &534e 58 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (8, 5) &5350 4a 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (a, 4) &5352 ff ; room_type_0f_data &5353 b0 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (0, b) &5355 d0 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (0, d) &5357 e0 9d ; path &01 (PATH_SW_NE), direction 0, length 7 at (0, e) &5359 c0 9d ; path &01 (PATH_SW_NE), direction 0, length 7 at (0, c) &535b b6 b0 ; path &00 (PATH_NW_SE), direction 1, length 4 at (6, b) &535d 62 a8 ; path &00 (PATH_NW_SE), direction 1, length 2 at (2, 6) &535f 52 85 ; path &01 (PATH_SW_NE), direction 0, length 1 at (2, 5) &5361 d2 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (2, d) &5363 e0 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (0, e) &5365 e2 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (2, e) &5367 f4 04 ; sprite &04 (SCENERY_BUSH_TWO) at (4, f) &5369 e6 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (6, e) &536b d9 00 ; sprite &00 (SCENERY_TREE_ONE) at (9, d) &536d e8 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (8, e) &536f fa 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (a, f) &5371 8e 15 ; sprite &15 (SCENERY_ROCKS) at (e, 8) &5373 bd 04 ; sprite &04 (SCENERY_BUSH_TWO) at (d, b) &5375 10 1c ; sprite &1c (SCENERY_TREE_SIX_TOP) at (0, 1) &5377 50 1d ; sprite &1d (SCENERY_TREE_SIX_BOTTOM) at (0, 5) &5379 60 12 ; sprite &12 (SCENERY_BUSH_THREE_RIGHT) at (0, 6) &537b 42 04 ; sprite &04 (SCENERY_BUSH_TWO) at (2, 4) &537d 71 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (1, 7) &537f 62 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (2, 6) &5381 80 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (0, 8) &5383 82 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (2, 8) &5385 84 01 ; sprite &01 (SCENERY_TREE_TWO) at (4, 8) &5387 15 1a ; sprite &1a (SCENERY_BAMBOO_BOTTOM) at (5, 1) &5389 06 1a ; sprite &1a (SCENERY_BAMBOO_BOTTOM) at (6, 0) &538b 08 1a ; sprite &1a (SCENERY_BAMBOO_BOTTOM) at (8, 0) &538d 29 1a ; sprite &1a (SCENERY_BAMBOO_BOTTOM) at (9, 2) &538f 1a 1a ; sprite &1a (SCENERY_BAMBOO_BOTTOM) at (a, 1) &5391 1c 08 ; sprite &08 (SCENERY_TREE_FIVE_LEFT) at (c, 1) &5393 1e 09 ; sprite &09 (SCENERY_TREE_FIVE_RIGHT) at (e, 1) &5395 4c 04 ; sprite &04 (SCENERY_BUSH_TWO) at (c, 4) &5397 3e 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (e, 3) &5399 4b 01 ; sprite &01 (SCENERY_TREE_TWO) at (b, 4) &539b 5a 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (a, 5) &539d 04 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (4, 0) &539f 06 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (6, 0) &53a1 08 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (8, 0) &53a3 0a 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (a, 0) &53a5 19 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (9, 1) &53a7 ff ; room_type_10_data &53a8 84 f5 ; path &01 (PATH_SW_NE), direction 3, length 5 at (4, 8) &53aa 86 f9 ; path &01 (PATH_SW_NE), direction 3, length 6 at (6, 8) &53ac 74 d4 ; path &00 (PATH_NW_SE), direction 2, length 5 at (4, 7) &53ae 76 d8 ; path &00 (PATH_NW_SE), direction 2, length 6 at (6, 7) &53b0 00 04 ; sprite &04 (SCENERY_BUSH_TWO) at (0, 0) &53b2 11 1f ; sprite &1f (SCENERY_SMALL_ROCK) at (1, 1) &53b4 05 0b ; sprite &0b (SCENERY_LESS_POINTY_ROCK) at (5, 0) &53b6 14 0b ; sprite &0b (SCENERY_LESS_POINTY_ROCK) at (4, 1) &53b8 35 16 ; sprite &16 (SCENERY_FLOWER_PATCH) at (5, 3) &53ba 37 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (7, 3) &53bc 36 16 ; sprite &16 (SCENERY_FLOWER_PATCH) at (6, 3) &53be 28 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (8, 2) &53c0 17 01 ; sprite &01 (SCENERY_TREE_TWO) at (7, 1) &53c2 09 01 ; sprite &01 (SCENERY_TREE_TWO) at (9, 0) &53c4 39 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (9, 3) &53c6 5a 16 ; sprite &16 (SCENERY_FLOWER_PATCH) at (a, 5) &53c8 5b 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (b, 5) &53ca 2b 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (b, 2) &53cc 1c 19 ; sprite &19 (SCENERY_FOUNTAIN) at (c, 1) &53ce 3d 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (d, 3) &53d0 5d 0c ; sprite &0c (SCENERY_MOUND_LEFT) at (d, 5) &53d2 7d 1c ; sprite &1c (SCENERY_TREE_SIX_TOP) at (d, 7) &53d4 bd 1d ; sprite &1d (SCENERY_TREE_SIX_BOTTOM) at (d, b) &53d6 f0 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (0, f) &53d8 e2 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (2, e) &53da d4 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (4, d) &53dc c6 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (6, c) &53de a8 30 ; sprite &30 (SCENERY_BRICK_WALL_SW_NE_BOTTOM_TWO) at (8, a) &53e0 b8 2f ; sprite &2f (SCENERY_BRICK_WALL_NW_SE_BOTTOM_TWO) at (8, b) &53e2 ca 2f ; sprite &2f (SCENERY_BRICK_WALL_NW_SE_BOTTOM_TWO) at (a, c) &53e4 dc 2f ; sprite &2f (SCENERY_BRICK_WALL_NW_SE_BOTTOM_TWO) at (c, d) &53e6 ee 2f ; sprite &2f (SCENERY_BRICK_WALL_NW_SE_BOTTOM_TWO) at (e, e) &53e8 e7 00 ; sprite &00 (SCENERY_TREE_ONE) at (7, e) &53ea d8 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (8, d) &53ec e7 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (7, e) &53ee ea 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (a, e) &53f0 ec 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (c, e) &53f2 71 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (1, 7) &53f4 73 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (3, 7) &53f6 50 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (0, 5) &53f8 70 2f ; sprite &2f (SCENERY_BRICK_WALL_NW_SE_BOTTOM_TWO) at (0, 7) &53fa 90 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (0, 9) &53fc 72 30 ; sprite &30 (SCENERY_BRICK_WALL_SW_NE_BOTTOM_TWO) at (2, 7) &53fe ff ; room_type_11_data &53ff f2 c4 ; path &00 (PATH_NW_SE), direction 2, length 1 at (2, f) &5401 f4 c4 ; path &00 (PATH_NW_SE), direction 2, length 1 at (4, f) &5403 d0 9d ; path &01 (PATH_SW_NE), direction 0, length 7 at (0, d) &5405 d2 99 ; path &01 (PATH_SW_NE), direction 0, length 6 at (2, d) &5407 2b 21 ; sprite &21 (SCENERY_WATER) at (b, 2) &5409 37 23 ; sprite &23 (SCENERY_WATER_EDGE_NW_SE) at (7, 3) &540b cd 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (d, c) &540d dc 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (c, d) &540f da 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (a, d) &5411 eb 0c ; sprite &0c (SCENERY_MOUND_LEFT) at (b, e) &5413 81 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (1, 8) &5415 a0 0d ; sprite &0d (SCENERY_MOUND_RIGHT) at (0, a) &5417 a2 1f ; sprite &1f (SCENERY_SMALL_ROCK) at (2, a) &5419 02 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (2, 0) &541b 03 15 ; sprite &15 (SCENERY_ROCKS) at (3, 0) &541d 05 21 ; sprite &21 (SCENERY_WATER) at (5, 0) &541f 07 21 ; sprite &21 (SCENERY_WATER) at (7, 0) &5421 29 39 ; sprite &39 (SCENERY_WATER_EDGE_NW_SE_TWO) at (9, 2) &5423 09 28 ; sprite &28 (SCENERY_YELLOW_WALL) at (9, 0) &5425 0b 15 ; sprite &15 (SCENERY_ROCKS) at (b, 0) &5427 0d 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (d, 0) &5429 2d 21 ; sprite &21 (SCENERY_WATER) at (d, 2) &542b 3d 24 ; sprite &24 (SCENERY_WATER_EDGE_SW_NE) at (d, 3) &542d 4d 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (d, 4) &542f 4b 24 ; sprite &24 (SCENERY_WATER_EDGE_SW_NE) at (b, 4) &5431 5b 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (b, 5) &5433 5d 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (d, 5) &5435 11 00 ; sprite &00 (SCENERY_TREE_ONE) at (1, 1) &5437 20 05 ; sprite &05 (SCENERY_TREE_THREE) at (0, 2) &5439 40 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (0, 4) &543b 22 26 ; sprite &26 (SCENERY_HUT_LEFT) at (2, 2) &543d 15 15 ; sprite &15 (SCENERY_ROCKS) at (5, 1) &543f 24 27 ; sprite &27 (SCENERY_HUT_RIGHT) at (4, 2) &5441 17 28 ; sprite &28 (SCENERY_YELLOW_WALL) at (7, 1) &5443 52 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (2, 5) &5445 61 04 ; sprite &04 (SCENERY_BUSH_TWO) at (1, 6) &5447 63 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (3, 6) &5449 46 01 ; sprite &01 (SCENERY_TREE_TWO) at (6, 4) &544b 57 04 ; sprite &04 (SCENERY_BUSH_TWO) at (7, 5) &544d 55 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (5, 5) &544f ff ; room_type_12_data &5450 83 ed ; path &01 (PATH_SW_NE), direction 3, length 3 at (3, 8) &5452 85 f9 ; path &01 (PATH_SW_NE), direction 3, length 6 at (5, 8) &5454 75 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (5, 7) &5456 77 8d ; path &01 (PATH_SW_NE), direction 0, length 3 at (7, 7) &5458 55 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (5, 5) &545a 57 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (7, 5) &545c 00 3b ; sprite &3b (SCENERY_WATER_EDGE_SW_NE_TWO) at (0, 0) &545e 02 39 ; sprite &39 (SCENERY_WATER_EDGE_NW_SE_TWO) at (2, 0) &5460 04 3b ; sprite &3b (SCENERY_WATER_EDGE_SW_NE_TWO) at (4, 0) &5462 06 21 ; sprite &21 (SCENERY_WATER) at (6, 0) &5464 16 24 ; sprite &24 (SCENERY_WATER_EDGE_SW_NE) at (6, 1) &5466 08 24 ; sprite &24 (SCENERY_WATER_EDGE_SW_NE) at (8, 0) &5468 0a 06 ; sprite &06 (SCENERY_TREE_FOUR_LEFT) at (a, 0) &546a 0c 07 ; sprite &07 (SCENERY_TREE_FOUR_RIGHT) at (c, 0) &546c 26 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (6, 2) &546e 52 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (2, 5) &5470 44 17 ; sprite &17 (SCENERY_POOL_LEFT) at (4, 4) &5472 46 18 ; sprite &18 (SCENERY_POOL_RIGHT) at (6, 4) &5474 05 19 ; sprite &19 (SCENERY_FOUNTAIN) at (5, 0) &5476 70 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (0, 7) &5478 62 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (2, 6) &547a 38 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (8, 3) &547c 2a 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (a, 2) &547e 1c 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (c, 1) &5480 0e 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (e, 0) &5482 d0 05 ; sprite &05 (SCENERY_TREE_THREE) at (0, d) &5484 d1 08 ; sprite &08 (SCENERY_TREE_FIVE_LEFT) at (1, d) &5486 d3 09 ; sprite &09 (SCENERY_TREE_FIVE_RIGHT) at (3, d) &5488 e3 08 ; sprite &08 (SCENERY_TREE_FIVE_LEFT) at (3, e) &548a e5 09 ; sprite &09 (SCENERY_TREE_FIVE_RIGHT) at (5, e) &548c 9b 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (b, 9) &548e a9 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (9, a) &5490 ad 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (d, a) &5492 ba 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (a, b) &5494 bc 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (c, b) &5496 c8 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (8, c) &5498 d9 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (9, d) &549a da 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (a, d) &549c eb 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (b, e) &549e dd 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (d, d) &54a0 bd 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (d, b) &54a2 cb 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (b, c) &54a4 e8 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (8, e) &54a6 ed 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (d, e) &54a8 e7 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (7, e) &54aa ff ; room_type_13_data &54ab a2 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (2, a) &54ad a4 f5 ; path &01 (PATH_SW_NE), direction 3, length 5 at (4, a) &54af 94 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (4, 9) &54b1 86 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (6, 8) &54b3 88 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (8, 8) &54b5 c8 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (8, c) &54b7 ca 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (a, c) &54b9 b6 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (6, b) &54bb 98 8d ; path &01 (PATH_SW_NE), direction 0, length 3 at (8, 9) &54bd 9e 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (e, 9) &54bf e3 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (3, e) &54c1 e5 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (5, e) &54c3 db 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (b, d) &54c5 f7 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (7, f) &54c7 e8 14 ; sprite &14 (SCENERY_FLOWER_PATCH) at (8, e) &54c9 ea 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (a, e) &54cb dd 00 ; sprite &00 (SCENERY_TREE_ONE) at (d, d) &54cd ec 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (c, e) &54cf f9 04 ; sprite &04 (SCENERY_BUSH_TWO) at (9, f) &54d1 2b 24 ; sprite &24 (SCENERY_WATER_EDGE_SW_NE) at (b, 2) &54d3 0d 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (d, 0) &54d5 2d 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (d, 2) &54d7 4d 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (d, 4) &54d9 0b 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (b, 0) &54db 1c 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (c, 1) &54dd 3c 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (c, 3) &54df 29 21 ; sprite &21 (SCENERY_WATER) at (9, 2) &54e1 27 21 ; sprite &21 (SCENERY_WATER) at (7, 2) &54e3 19 1c ; sprite &1c (SCENERY_TREE_SIX_TOP) at (9, 1) &54e5 59 1d ; sprite &1d (SCENERY_TREE_SIX_BOTTOM) at (9, 5) &54e7 47 04 ; sprite &04 (SCENERY_BUSH_TWO) at (7, 4) &54e9 35 24 ; sprite &24 (SCENERY_WATER_EDGE_SW_NE) at (5, 3) &54eb 43 24 ; sprite &24 (SCENERY_WATER_EDGE_SW_NE) at (3, 4) &54ed 31 3b ; sprite &3b (SCENERY_WATER_EDGE_SW_NE_TWO) at (1, 3) &54ef 30 3a ; sprite &3a (SCENERY_WATER) at (0, 3) &54f1 23 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (3, 2) &54f3 22 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (2, 2) &54f5 14 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (4, 1) &54f7 16 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (6, 1) &54f9 21 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (1, 2) &54fb 00 09 ; sprite &09 (SCENERY_TREE_FIVE_RIGHT) at (0, 0) &54fd 60 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (0, 6) &54ff 52 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (2, 5) &5501 70 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (0, 7) &5503 ff ; room_type_14_data &5504 94 8d ; path &01 (PATH_SW_NE), direction 0, length 3 at (4, 9) &5506 a2 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (2, a) &5508 8a a8 ; path &00 (PATH_NW_SE), direction 1, length 2 at (a, 8) &550a 80 be ; path &02 (WATER_NW_SE), direction 1, length 7 at (0, 8) &550c 7d 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (d, 7) &550e f0 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (0, f) &5510 e2 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (2, e) &5512 d4 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (4, d) &5514 c6 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (6, c) &5516 d7 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (7, d) &5518 d9 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (9, d) &551a da 1b ; sprite &1b (SCENERY_BAMBOO_TOP) at (a, d) &551c eb 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (b, e) &551e e6 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (6, e) &5520 e8 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (8, e) &5522 ac 04 ; sprite &04 (SCENERY_BUSH_TWO) at (c, a) &5524 ad 1e ; sprite &1e (SCENERY_TREE_SEVEN_TOP) at (d, a) &5526 2c 08 ; sprite &08 (SCENERY_TREE_FIVE_LEFT) at (c, 2) &5528 2e 09 ; sprite &09 (SCENERY_TREE_FIVE_RIGHT) at (e, 2) &552a 40 3a ; sprite &3a (SCENERY_WATER) at (0, 4) &552c 42 3a ; sprite &3a (SCENERY_WATER) at (2, 4) &552e 44 3a ; sprite &3a (SCENERY_WATER) at (4, 4) &5530 46 21 ; sprite &21 (SCENERY_WATER) at (6, 4) &5532 00 3a ; sprite &3a (SCENERY_WATER) at (0, 0) &5534 02 3a ; sprite &3a (SCENERY_WATER) at (2, 0) &5536 04 3a ; sprite &3a (SCENERY_WATER) at (4, 0) &5538 17 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (7, 1) &553a 06 15 ; sprite &15 (SCENERY_ROCKS) at (6, 0) &553c 36 15 ; sprite &15 (SCENERY_ROCKS) at (6, 3) &553e 27 15 ; sprite &15 (SCENERY_ROCKS) at (7, 2) &5540 38 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (8, 3) &5542 09 1c ; sprite &1c (SCENERY_TREE_SIX_TOP) at (9, 0) &5544 49 1d ; sprite &1d (SCENERY_TREE_SIX_BOTTOM) at (9, 4) &5546 21 0b ; sprite &0b (SCENERY_LESS_POINTY_ROCK) at (1, 2) &5548 10 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (0, 1) &554a 30 0d ; sprite &0d (SCENERY_MOUND_RIGHT) at (0, 3) &554c 70 30 ; sprite &30 (SCENERY_BRICK_WALL_SW_NE_BOTTOM_TWO) at (0, 7) &554e 72 2f ; sprite &2f (SCENERY_BRICK_WALL_NW_SE_BOTTOM_TWO) at (2, 7) &5550 55 30 ; sprite &30 (SCENERY_BRICK_WALL_SW_NE_BOTTOM_TWO) at (5, 5) &5552 65 2f ; sprite &2f (SCENERY_BRICK_WALL_NW_SE_BOTTOM_TWO) at (5, 6) &5554 5a 04 ; sprite &04 (SCENERY_BUSH_TWO) at (a, 5) &5556 ff ; room_type_15_data &5557 e0 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (0, e) &5559 e2 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (2, e) &555b e4 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (4, e) &555d b0 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (0, b) &555f c0 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (0, c) &5561 c0 9d ; path &01 (PATH_SW_NE), direction 0, length 7 at (0, c) &5563 d0 9d ; path &01 (PATH_SW_NE), direction 0, length 7 at (0, d) &5565 5c 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (c, 5) &5567 5a 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (a, 5) &5569 6a 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (a, 6) &556b 76 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (6, 7) &556d 86 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (6, 8) &556f 78 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (8, 7) &5571 94 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (4, 9) &5573 92 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (2, 9) &5575 a2 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (2, a) &5577 e5 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (5, e) &5579 e7 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (7, e) &557b d9 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (9, d) &557d cb 08 ; sprite &08 (SCENERY_TREE_FIVE_LEFT) at (b, c) &557f cd 09 ; sprite &09 (SCENERY_TREE_FIVE_RIGHT) at (d, c) &5581 30 3b ; sprite &3b (SCENERY_WATER_EDGE_SW_NE_TWO) at (0, 3) &5583 22 3b ; sprite &3b (SCENERY_WATER_EDGE_SW_NE_TWO) at (2, 2) &5585 24 39 ; sprite &39 (SCENERY_WATER_EDGE_NW_SE_TWO) at (4, 2) &5587 26 3b ; sprite &3b (SCENERY_WATER_EDGE_SW_NE_TWO) at (6, 2) &5589 18 3b ; sprite &3b (SCENERY_WATER_EDGE_SW_NE_TWO) at (8, 1) &558b 0a 3b ; sprite &3b (SCENERY_WATER_EDGE_SW_NE_TWO) at (a, 0) &558d 0c 21 ; sprite &21 (SCENERY_WATER) at (c, 0) &558f 1c 24 ; sprite &24 (SCENERY_WATER_EDGE_SW_NE) at (c, 1) &5591 0e 21 ; sprite &21 (SCENERY_WATER) at (e, 0) &5593 3e 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (e, 3) &5595 09 1f ; sprite &1f (SCENERY_SMALL_ROCK) at (9, 0) &5597 01 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (1, 0) &5599 03 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (3, 0) &559b 10 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (0, 1) &559d 14 04 ; sprite &04 (SCENERY_BUSH_TWO) at (4, 1) &559f 07 0b ; sprite &0b (SCENERY_LESS_POINTY_ROCK) at (7, 0) &55a1 4a 04 ; sprite &04 (SCENERY_BUSH_TWO) at (a, 4) &55a3 49 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (9, 4) &55a5 79 04 ; sprite &04 (SCENERY_BUSH_TWO) at (9, 7) &55a7 56 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (6, 5) &55a9 58 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (8, 5) &55ab 73 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (3, 7) &55ad 72 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (2, 7) &55af 74 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (4, 7) &55b1 81 02 ; sprite &02 (SCENERY_BUSH_ONE_LEFT) at (1, 8) &55b3 80 03 ; sprite &03 (SCENERY_BUSH_ONE_RIGHT) at (0, 8) &55b5 a1 04 ; sprite &04 (SCENERY_BUSH_TWO) at (1, a) &55b7 86 37 ; sprite &37 (SCENERY_RED_GRASS) at (6, 8) &55b9 ff ; unused &55ba 7f 2b 34 2b 46 20 00 ; scenery_sprite_parts ; scenery_sprite_part_01 &55c0 58 2b 6a 2b 7c 2b 8e 2b 50 2c 62 2c 86 2e 55 2d &55d0 95 2e 63 29 a3 2a 98 2c aa 2c bc 2c ce 2c de 2c ; scenery_sprite_part_02 &55e0 53 3c 45 3c 55 36 47 36 c0 3d d0 3d e0 3d c2 3e &55f0 e2 35 d4 3e f4 33 d6 3d e6 35 d8 3e f8 35 ea 3f ; scenery_sprite_part_03 &5600 fa 36 30 1c 70 1d 90 0a ff 7f 12 34 12 30 21 01 &5610 0f 0a 87 48 80 0a 85 0a 00 08 00 00 00 00 00 0a ; scenery_sprite_part_04 &5620 00 00 00 11 22 22 11 23 22 05 9b 27 0a 9d 6e 15 &5630 00 88 04 0c 0a 06 8d 47 00 00 00 00 00 00 00 00 ; 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scenery_sprite_part_15 &5840 a4 c0 80 08 00 00 00 00 61 00 00 00 00 00 00 00 &5850 ce 0c 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_16 &5860 0a 84 d2 e0 f0 f0 f0 0a 00 0a 85 0a 85 4a 85 0a &5870 00 00 05 0a 05 0a 05 0a 00 00 00 08 00 08 04 00 ; scenery_sprite_part_17 &5880 00 00 00 00 00 11 31 31 55 75 f4 ec c0 b2 9a c3 &5890 a0 72 b2 f4 74 60 e4 b5 00 40 64 d0 b9 dc 70 75 ; scenery_sprite_part_18 &58a0 00 10 00 00 00 00 00 00 72 fe 73 00 10 73 31 10 &58b0 3d 1f 12 47 e1 a3 65 47 f5 e1 fb ba fa c3 4b 1f ; scenery_sprite_part_19 &58c0 30 31 31 11 00 10 00 00 72 91 f5 e4 d0 64 f5 55 &58d0 34 b5 b1 95 d4 60 32 b2 5a be f2 43 03 e7 41 20 ; scenery_sprite_part_1a &58e0 00 00 00 00 00 00 00 00 31 33 00 00 00 00 00 00 &58f0 a2 20 00 00 01 02 01 00 01 01 01 01 01 0b 05 02 ; scenery_sprite_part_1b &5900 00 31 19 18 c1 f5 79 5a b2 b2 f4 e5 2d 3e f2 6e &5910 00 00 c8 88 40 64 e0 b8 00 00 00 00 00 00 00 00 ; scenery_sprite_part_1c &5920 c7 d6 78 ac cf f9 4b f2 78 ba 98 e6 68 b6 fa e8 &5930 d9 d9 72 b1 b9 fc c0 00 00 80 80 00 80 00 00 00 ; 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scenery_sprite_part_25 &5a40 00 00 33 32 57 fd 01 00 8f cb b6 cb 2d 5a 07 02 &5a50 cb d6 4b 1e a5 1e 85 0a eb 6d 4b 6d 9e 2d 14 0a ; scenery_sprite_part_26 &5a60 88 a4 4e 2d 4f 69 5f 4b 00 00 08 c2 4e cb 0f 87 &5a70 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_27 &5a80 a5 fb 3e 4b 2d da a5 0a 2f 7a ad d2 9e 4b a5 0a &5a90 08 08 0c 86 4b 86 05 0a 00 00 00 00 00 08 05 0a ; scenery_sprite_part_28 &5aa0 a5 a5 a5 a5 87 1e 0f 1e a5 a5 a5 0f 97 2f 6f bb &5ab0 a5 a5 0f 0f 4f 8f cf cf a5 0f 0f 0f 0f 0f 0f 0f ; scenery_sprite_part_29 &5ac0 0f 0f 1e 3d 6a 59 6a d5 47 ab 7f 07 9d 7b 49 6b &5ad0 4f 8f 0f 4f af df df 6f 0f 0f 0f 0f 0f 0f 0f 8f ; scenery_sprite_part_2a &5ae0 a2 c5 a3 d6 a2 d5 4a 4b 5b 2e 59 6a bd 1a 5e 2f &5af0 af cf ef 2b 45 83 1d aa 8f 0f 8f cf 0b 4f 0f cf ; scenery_sprite_part_2b &5b00 49 e0 d2 d2 e1 e1 e1 69 55 aa 45 a3 0d e1 c3 b7 &5b10 5d 0b b4 f0 b4 0f ff ff 67 8b 4f c3 0f ff ff ff ; scenery_sprite_part_2c &5b20 00 00 00 00 00 00 00 0b 00 00 00 00 00 03 0c 00 &5b30 00 00 00 03 0c 00 00 03 01 03 0d 01 01 03 0d 01 ; scenery_sprite_part_2d &5b40 0c 08 08 0b 0c 08 08 00 00 03 0c 00 00 00 00 00 &5b50 0c 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_2e &5b60 08 0c 0b 08 08 0c 0b 08 00 00 00 0c 03 00 00 0c &5b70 00 00 00 00 00 0c 03 00 00 00 00 00 00 00 00 0d ; scenery_sprite_part_2f &5b80 00 00 00 00 00 00 00 00 03 00 00 00 00 00 00 00 &5b90 00 0c 03 00 00 00 00 00 03 01 01 0d 03 01 01 00 ; scenery_sprite_part_30 &5ba0 00 00 00 00 00 22 11 22 00 11 00 55 bb 4e 33 4c &5bb0 22 13 dd 2a 9a d9 2a 9d 44 3b 46 99 26 23 5f bb ; scenery_sprite_part_31 &5bc0 23 33 45 33 8d 77 46 55 7b 45 df 26 9b 27 df a7 &5bd0 67 52 59 a9 58 46 29 c0 8a 41 3b 9c 4e a8 05 38 ; scenery_sprite_part_32 &5be0 33 46 11 23 11 00 00 00 8a 49 46 af 02 65 36 01 &5bf0 5f a0 bf 9a 28 25 4b 0f eb 2a 56 ad d6 a5 1e 07 ; scenery_sprite_part_33 &5c00 00 00 aa 55 0a 65 93 45 00 00 00 88 80 84 84 42 &5c10 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_34 &5c20 82 63 98 27 a9 4e 05 7a 0b 86 4a 07 0f 87 86 0f &5c30 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_35 &5c40 29 c6 ad d2 0d 43 0f 04 c3 0e 86 0c 0c 08 00 00 &5c50 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_36 &5c60 00 00 10 22 11 44 11 aa 51 ee 10 44 28 dd a3 44 &5c70 c4 aa 20 55 81 20 99 ef 00 00 88 08 46 2e 8a 05 ; scenery_sprite_part_37 &5c80 fd 00 3a 44 c8 55 ab 11 32 cc 36 99 44 72 89 77 &5c90 22 d7 ea 45 eb 57 8a 25 82 4f 2e cb 85 06 0f 82 ; scenery_sprite_part_38 &5ca0 ea 31 10 11 00 00 00 00 40 66 9d 23 58 01 14 12 &5cb0 4e 8d 03 0b 2c 80 0a 85 0e 80 04 08 00 00 0a 04 ; scenery_sprite_part_39 &5cc0 00 10 30 72 72 f0 f1 f1 80 e8 f8 f0 f4 f0 f1 f5 &5cd0 20 f0 f2 fa f8 f0 f1 f5 00 40 60 e0 f4 e4 f0 f0 ; scenery_sprite_part_3a &5ce0 f4 f4 f0 f2 70 71 10 00 f4 f0 fa f8 f1 f0 b0 e0 &5cf0 f4 f0 f8 fa f0 e0 50 a0 f2 fa f8 e0 f4 e4 40 80 ; scenery_sprite_part_3b &5d00 22 20 23 43 65 52 e5 cb 22 52 75 da 6d 5a 87 8f &5d10 00 10 5d 7a b5 1e b5 3e 00 04 84 ac a5 1e 87 1e ; scenery_sprite_part_3c &5d20 a5 da b5 5a 97 4b 96 5a b5 af a5 4b a5 5a 2d 5a &5d30 2d 7a 2d 7a 6d 1e a5 1e 87 0f 0f 0f a5 1e 87 0f ; scenery_sprite_part_3d &5d40 50 70 f1 f5 f4 f0 50 00 10 b1 b1 f0 f0 50 60 60 &5d50 10 f0 f2 f2 f8 f8 f2 b0 20 60 f2 f2 f8 e0 60 40 ; scenery_sprite_part_3e &5d60 e5 6b a5 6b a5 4b a5 4b 2d 4b 2d 5a a5 4b 09 00 &5d70 ad 5a a5 5a 0e 08 00 00 87 4a 84 0c 00 00 00 00 ; scenery_sprite_part_3f &5d80 00 00 00 33 47 8f 9d ea 00 33 de 1e 3d 53 25 ab &5d90 d6 e1 fd da b5 5a a5 5a 7d da a5 da a5 4b a5 da ; scenery_sprite_part_40 &5da0 59 6a 59 68 34 12 01 00 55 88 55 aa d1 f0 3c 03 &5db0 ad 52 55 aa 55 f0 f0 0f 87 4a 55 aa 55 f0 f0 0f ; scenery_sprite_part_41 &5dc0 7d 6b a5 4b a7 5e a5 5e 48 2c 5b 0f 0f 0f 87 0f &5dd0 00 00 08 0e 8f 0b 45 aa 00 00 00 00 00 80 84 82 ; scenery_sprite_part_42 &5de0 a5 03 55 aa 55 f0 f0 0f c2 08 55 aa 54 f0 e1 0e &5df0 44 ba 54 b8 e1 c2 0d 0a 85 82 85 0a 05 0a 04 00 ; scenery_sprite_part_43 &5e00 00 00 00 00 00 00 00 00 11 11 01 11 11 01 11 33 &5e10 00 00 00 00 00 00 00 08 00 00 00 00 00 00 00 00 ; scenery_sprite_part_44 &5e20 00 00 00 00 00 00 00 00 33 13 23 33 33 13 23 33 &5e30 88 08 88 08 08 08 0c 08 00 00 00 00 00 00 00 00 ; scenery_sprite_part_45 &5e40 00 00 00 00 00 00 00 00 77 37 47 77 77 ff 3f cf &5e50 0c 8c 0c 8c 8c 4e 8e 4e 00 00 00 00 00 00 00 00 ; scenery_sprite_part_46 &5e60 00 00 01 11 13 23 31 52 ff ff ff 3f cf ff 3f cf &5e70 8e ce af 8f 5f ef 9f 7e 00 00 00 00 08 88 80 48 ; scenery_sprite_part_47 &5e80 a0 a0 a0 a0 a0 a0 a0 a0 40 c0 40 c0 40 50 40 50 &5e90 a0 a0 a0 a0 a0 a0 a0 a0 50 40 50 40 c0 40 c0 40 ; scenery_sprite_part_48 &5ea0 a4 a1 a0 a0 a0 a0 a0 a0 40 40 48 40 42 c1 40 c0 &5eb0 a0 a0 a0 a0 a0 a0 a4 a1 c0 40 40 50 40 50 40 40 ; scenery_sprite_part_49 &5ec0 00 00 33 11 22 11 11 77 22 cc 99 33 99 aa ee aa &5ed0 88 99 dd 66 44 44 55 ee 00 00 44 44 55 ee 99 aa ; scenery_sprite_part_4a &5ee0 66 bb 33 77 77 22 22 55 99 22 44 33 dd bb ff ff &5ef0 66 bb ee ee aa ee bb aa 99 88 cc bb 00 aa 55 bb ; scenery_sprite_part_4b &5f00 99 11 77 22 22 22 00 00 aa 33 00 44 22 dd 55 55 &5f10 55 44 cc ee aa 99 55 00 88 cc aa 88 88 00 00 00 ; scenery_sprite_part_4c &5f20 00 00 11 33 22 55 22 99 33 44 77 ff ff ff ee ff &5f30 ff 77 ff ff ff ff ff ff 00 88 88 44 cc aa ee ee ; scenery_sprite_part_4d &5f40 22 99 22 ee aa aa 22 22 ff dd ff bb ff ff bb 99 &5f50 ff ff ff ff ff ff ff 77 bb ee aa ff bb 99 44 44 ; scenery_sprite_part_4e &5f60 aa 22 aa aa 22 bb dd 99 dd dd dd cc 44 55 55 55 &5f70 cc 55 44 ee dd dd 11 d5 ff 99 dd 99 22 55 ee ff ; scenery_sprite_part_4f &5f80 33 55 55 44 44 44 22 00 55 55 54 55 10 10 54 dc &5f90 44 a2 44 95 d9 d1 95 d1 aa cc 55 66 cc 88 88 00 ; scenery_sprite_part_50 &5fa0 00 00 00 00 00 00 00 00 10 10 10 10 10 10 10 10 &5fb0 c0 84 c0 c0 84 c0 84 84 00 00 00 00 00 00 00 00 ; scenery_sprite_part_51 &5fc0 00 00 00 00 00 00 00 00 30 30 30 30 30 10 01 00 &5fd0 c0 c2 c1 c2 c1 82 05 0a 00 00 00 0a 05 0a 04 00 ; scenery_sprite_part_52 &5fe0 00 00 11 11 22 11 66 99 99 44 22 cc 99 aa cc 77 &5ff0 99 44 dd 66 dd 66 cc 77 22 cc 66 dd 44 ee 99 cc ; scenery_sprite_part_53 &6000 55 33 11 33 dd 00 88 00 cc 77 ee 33 77 33 77 22 &6010 44 44 dd 77 dd ff ee bb aa 88 cc 88 00 88 44 00 ; scenery_sprite_part_54 &6020 00 00 00 00 00 00 00 00 11 32 63 25 e3 5e 25 0a &6030 83 2d f2 4f 96 2d 85 0a 00 00 08 08 0c 0a 05 0a ; scenery_sprite_part_55 &6040 00 07 3f 4f 0f 0f 07 00 0f 0f 0f 0f 0f 0f 0f 0f &6050 0e 0f 0f 0f 0f 0f 0f 0d 00 08 0e 0d 0e 0d 0a 04 ; scenery_sprite_part_56 &6060 f0 f2 f3 f8 f1 fc f2 f0 f7 f0 fc f0 f0 f2 f0 fb &6070 f0 f0 f0 f2 f0 f6 f0 f0 f0 fc f1 f0 f0 f0 f9 f0 ; scenery_sprite_part_57 &6080 f4 f0 f1 f2 f8 f7 f0 f0 f0 f0 f0 f6 f0 f0 f0 f0 &6090 f0 ff f0 f2 f0 f0 f6 f8 f3 f8 f0 f8 f2 f0 f1 f2 ; scenery_sprite_part_58 &60a0 00 00 00 11 11 11 11 33 44 44 64 46 bd 7a 2d 5b &60b0 00 88 cc 49 6d 2f 4b 2d 00 00 00 00 00 08 08 0c ; scenery_sprite_part_59 &60c0 32 65 76 ed 76 21 00 00 2d 6b 8f b5 5a 87 0f 02 &60d0 4b 3e 2d 5a 6d d2 0f 0a 0c 0e 0d 0e 0d 0a 0d 0a ; scenery_sprite_part_5a &60e0 f0 79 34 01 00 00 00 00 f0 f1 fc f0 49 00 00 00 &60f0 f0 fe f0 f3 f0 12 01 00 f1 f0 f2 f0 f0 f3 f0 34 ; scenery_sprite_part_5b &6100 fc f0 f5 f0 fb f0 f8 84 f1 f0 fe f0 f2 e1 84 00 &6110 f8 f1 f2 f8 84 00 00 00 e1 ca c2 84 00 00 00 00 ; scenery_sprite_part_5c &6120 a0 20 60 20 00 00 00 00 40 c0 50 40 d0 40 00 00 &6130 a0 a0 a0 a0 a0 a0 20 00 40 40 50 c0 50 40 d0 40 ; scenery_sprite_part_5d &6140 00 00 00 00 00 05 5f 7f 00 00 00 01 17 6f df bf &6150 00 01 17 7f ef bf df 7f 03 0f bf 4f ef df 9f af ; scenery_sprite_part_5e &6160 07 03 03 12 03 12 03 12 ef 3f 87 4b a5 4b e1 e1 &6170 bf ff ef 1f 97 4b a5 5a 3f 5f ef 8f 1e 2d 96 3c ; scenery_sprite_part_5f &6180 07 03 12 03 12 03 12 03 e1 69 87 e1 e1 e1 e1 e1 &6190 f0 78 f0 78 96 69 f0 78 b4 b4 b4 b4 b4 0f b4 b4 ; scenery_sprite_part_60 &61a0 0f ef 8f 3f df bf 7f df 0e 0f ff df df bf ef 8f &61b0 00 0c 4f ff 6f 8f 1e 2d 00 04 4e ce 0e 0e 0c 84 ; scenery_sprite_part_61 &61c0 ef 8f 1e a5 5a f0 f0 f0 1e 2d 1e b4 3c b4 3c b4 &61d0 5a b4 78 f0 f0 f0 f0 c3 0c 84 0c 84 0c 86 0c 84 ; scenery_sprite_part_62 &61e0 f0 f0 f0 c3 3c f0 f0 f0 3c 87 3c b4 3c b4 3c b4 &61f0 3c f0 f0 f0 f0 f0 f0 f0 0c 84 0c 84 0c 84 0c 0e ; scenery_sprite_part_63 &6200 f0 f0 f0 f0 c3 0c 00 00 3c b4 0f 0c 00 00 00 00 &6210 c3 0c 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_64 &6220 f1 fc f8 f3 f5 fb fd ff f4 fa f5 f6 fd f3 fd fd &6230 fc f9 f4 f2 fb ff ff f7 f5 f2 fb fb ff ff ff ff ; scenery_sprite_part_65 &6240 fe fe fe fe fa fb fb fb ff ff ff ff fd fd fd fd &6250 f7 f6 f6 fe fe fe fe ff fd fd fd fd ff ff fd ff ; scenery_sprite_part_66 &6260 ff fe fe fb fd fb e4 ea fe fe fd f7 fd f3 ee 11 &6270 fa fe f7 cc aa 11 11 44 fa ff c4 00 55 cc 00 00 ; scenery_sprite_part_67 &6280 c0 f0 f0 f0 f0 f0 f0 f0 00 00 c0 f0 f0 f0 f1 f2 &6290 00 00 00 00 c0 f0 f4 fa 00 00 00 00 00 00 c0 f0 ; scenery_sprite_part_68 &62a0 f0 f0 f0 f0 f0 f0 f0 f0 f5 f2 f3 f7 f1 f2 f4 f6 &62b0 f5 f2 f9 fa f1 fa f6 fe f0 bc d6 e9 d6 e9 d6 e5 ; scenery_sprite_part_69 &62c0 f0 f0 f0 f0 f0 f0 f0 f0 f7 f2 f2 f9 fe ff fb fb &62d0 fe fe f5 fc f1 ff f7 fe da bc da b4 da ed de fc ; scenery_sprite_part_6a &62e0 f0 f1 f1 f1 f3 f3 f2 f1 fb fb fb fb f7 f3 f4 fb &62f0 fa ff ff ff fe fe f2 f4 ef f7 e7 f7 e7 f7 fe ef ; scenery_sprite_part_6b &6300 f2 f7 f7 f7 f7 f7 f5 f5 f8 f4 ff ff ff ff ff ff &6310 fb f7 f2 ed da ed da ed fe ed da b4 78 f0 f0 f0 ; scenery_sprite_part_6c &6320 f4 7f 17 01 00 00 00 00 fd f1 fd 7d 37 13 01 00 &6330 da ad d2 a5 de ed 0c 00 f0 f0 f0 f0 f0 f0 f0 30 ; scenery_sprite_part_6d &6340 cc f3 f0 f0 fc fb f8 f8 00 00 cc fb f8 f8 fc f3 &6350 00 00 00 00 cc f3 f0 f0 00 00 00 00 00 00 cc fb ; scenery_sprite_part_6e &6360 fc f3 f0 f0 fc fb f8 f8 f0 f0 fc fb f8 f8 fc f3 &6370 fc fb f8 f8 fc f3 f0 f0 f8 f8 fc f3 f0 f0 fc fb ; scenery_sprite_part_6f &6380 3c 03 00 00 00 00 00 00 f0 f0 3c 03 00 00 00 00 &6390 fc fb f8 f8 3c 03 00 00 f8 f8 fc f3 f0 f0 3c 03 ; scenery_sprite_part_70 &63a0 00 00 00 00 00 00 33 fc 00 00 00 00 33 fc f0 f0 &63b0 00 00 33 fc f8 f8 fb fc 33 fc f0 f0 f3 fc f8 f8 ; scenery_sprite_part_71 &63c0 f8 f8 fb fc f0 f0 f3 fc f3 fc f8 f8 fb fc f0 f0 &63d0 f0 f0 f3 fc f8 f8 fb fc fb fc f0 f0 f3 fc f8 f8 ; scenery_sprite_part_72 &63e0 f8 f8 fb fc f0 f0 c3 0c f3 fc f8 f8 cb 0c 00 00 &63f0 f0 f0 c3 0c 00 00 00 00 cb 0c 00 00 00 00 00 00 ; scenery_sprite_part_73 &6400 5a 5a 5a 5a 5a 5a 5a 5a 5a 5a 5a 5a 5a 5a 5a 5a &6410 5a 5a 5a 5a 5a 5a 5a 5a 5a 5a 5a 5a 5a 5a 5a 5a ; scenery_sprite_part_74 &6420 5a 5a 5a 5a 5a 5a 5a 48 5a 5a 5a 5a 5a 48 00 00 &6430 5a 5a 5a 48 00 00 00 00 4a 48 00 00 00 00 00 00 ; scenery_sprite_part_75 &6440 00 00 00 00 00 00 00 00 07 3f 7f 3f 4f 7f 7e 7f &6450 0e cf ef cf 2d e1 e9 e1 00 00 00 00 00 00 00 00 ; scenery_sprite_part_76 &6460 00 00 00 00 00 00 00 00 7e 7f 3f 4f 7e 7f 7e 3f &6470 e9 e3 cf 2d e9 e1 e9 c3 00 00 00 00 00 00 00 00 ; scenery_sprite_part_77 &6480 00 00 10 10 30 20 20 00 00 80 80 c0 50 40 60 20 &6490 00 40 c0 80 80 90 b0 a0 00 00 00 00 80 c0 40 00 ; scenery_sprite_part_78 &64a0 12 07 01 00 00 00 00 00 e1 e1 69 07 01 00 00 00 &64b0 f0 78 f0 78 78 16 01 00 b4 b4 b4 b4 b4 b4 0f 04 ; object_sprites ; object_sprite_00 (OBJECT_ROPE) &64c0 33 47 9d ab aa 8a 7f 07 cc 2e 9b 5d 55 9d 2b 46 ; object_sprite_01 (OBJECT_FLOWER) &64d0 00 33 13 01 11 23 46 8c 60 d0 a0 50 65 46 04 00 ; object_sprite_02 (OBJECT_GUN) &64e0 d0 f0 f0 c3 e1 c2 c0 0c 40 f1 4b 04 00 00 00 00 ; object_sprite_03 (OBJECT_BOTTLE) &64f0 00 66 f9 f9 f9 f9 6f 06 00 00 00 fe fe 0f 00 00 ; object_sprite_04 (OBJECT_KEY) &6500 00 00 00 ff 4f ee ae aa 22 57 55 af 5f 55 27 02 ; object_sprite_05 (OBJECT_CLAW) &6510 73 f1 f1 f1 f1 6b 06 00 cc ee ff ff 1f 11 32 20 ; object_sprite_06 (OBJECT_GLOVE) &6520 00 30 10 f0 10 70 10 30 10 b0 f0 e0 d0 e0 80 00 ; object_sprite_07 (OBJECT_AMULET) &6530 10 10 10 10 01 00 00 00 b0 1a 10 90 a1 7a 72 07 ; object_sprite_08 (OBJECT_APPLE) &6540 30 21 13 33 33 33 13 01 60 8e cc c8 e8 e8 c2 0c ; object_sprite_09 (OBJECT_SCROLL) &6550 33 22 11 11 33 33 88 77 ee 11 ee ee cc cc 22 cc ; object_sprite_0a (OBJECT_HINT) &6560 00 00 00 10 00 70 e0 00 00 00 80 a0 00 00 40 80 ; object_sprite_0b (OBJECT_WEAPON_BOMB) &6570 00 00 00 00 10 10 01 00 00 00 00 80 c0 c0 84 08 ; object_sprite_0c (OBJECT_WEAPON_STAR) &6580 00 00 11 01 33 23 02 00 00 00 88 aa ee 8e cc 0c ; object_sprite_0d (OBJECT_WEAPON_NUNCHAKU) &6590 00 00 00 00 03 37 07 07 00 00 00 0e ce 8e 0c 08 ; object_sprite_0e (OBJECT_WEAPON_SWORD) &65a0 00 55 37 57 05 00 00 00 00 00 00 88 cc 6e 37 03 ; object_sprite_0f (OBJECT_WEAPON_STICK) &65b0 00 00 00 10 30 61 c2 0c 30 61 c2 84 08 00 00 00 ; exits_destination_y &65c0 3c 0c 60 f0 44 20 3c 34 40 5c 48 0c 40 10 4c 18 &65d0 4c 24 3c 1e 3c 2c 4a 0c 3c 12 34 1c 28 00 40 20 &65e0 4a 4c 3e 18 58 f0 38 20 44 00 40 20 44 1c 58 14 &65f0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; exits_destination_x &6600 00 1a 0c 00 00 1a 00 1a 00 1a 00 1a 00 1a 00 1a &6610 00 1a 00 1a 00 1a 00 1a 00 1a 00 1a 00 1a 00 1a &6620 00 1a 00 1a 0c 00 00 1a 00 1a 00 1a 00 1a 00 1a &6630 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; initial_player_x &6640 04 ; initial_player_y &6641 3d ; initial_player_direction &6642 01 ; unused &6643 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; room_type_16_data &6652 03 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (3, 0) &6654 3b 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (b, 3) &6656 4d 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (d, 4) &6658 67 d8 ; path &00 (PATH_NW_SE), direction 2, length 6 at (7, 6) &665a 67 ac ; path &00 (PATH_NW_SE), direction 1, length 3 at (7, 6) &665c 10 2b ; sprite &2b (SCENERY_BRICK_WALL_NW_SE_TOP) at (0, 1) &665e 22 2b ; sprite &2b (SCENERY_BRICK_WALL_NW_SE_TOP) at (2, 2) &6660 34 2b ; sprite &2b (SCENERY_BRICK_WALL_NW_SE_TOP) at (4, 3) &6662 46 2b ; sprite &2b (SCENERY_BRICK_WALL_NW_SE_TOP) at (6, 4) &6664 58 2b ; sprite &2b (SCENERY_BRICK_WALL_NW_SE_TOP) at (8, 5) &6666 6a 2b ; sprite &2b (SCENERY_BRICK_WALL_NW_SE_TOP) at (a, 6) &6668 7c 2b ; sprite &2b (SCENERY_BRICK_WALL_NW_SE_TOP) at (c, 7) &666a 8e 2b ; sprite &2b (SCENERY_BRICK_WALL_NW_SE_TOP) at (e, 8) &666c 50 2c ; sprite &2c (SCENERY_BRICK_WALL_NW_SE_BOTTOM) at (0, 5) &666e 62 2c ; sprite &2c (SCENERY_BRICK_WALL_NW_SE_BOTTOM) at (2, 6) &6670 86 2c ; sprite &2c (SCENERY_BRICK_WALL_NW_SE_BOTTOM) at (6, 8) &6672 56 2d ; sprite &2d (SCENERY_BRICK_WALL_SW_NE_TOP) at (6, 5) &6674 96 2e ; sprite &2e (SCENERY_BRICK_WALL_SW_NE_BOTTOM) at (6, 9) &6676 54 29 ; sprite &29 (SCENERY_AMULET_STATUE_TOP) at (4, 5) &6678 94 2a ; sprite &2a (SCENERY_AMULET_STATUE_BOTTOM) at (4, 9) &667a 98 2c ; sprite &2c (SCENERY_BRICK_WALL_NW_SE_BOTTOM) at (8, 9) &667c aa 2c ; sprite &2c (SCENERY_BRICK_WALL_NW_SE_BOTTOM) at (a, a) &667e bc 2c ; sprite &2c (SCENERY_BRICK_WALL_NW_SE_BOTTOM) at (c, b) &6680 ce 2c ; sprite &2c (SCENERY_BRICK_WALL_NW_SE_BOTTOM) at (e, c) &6682 44 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (4, 4) &6684 54 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (4, 5) &6686 46 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (6, 4) &6688 c0 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (0, c) &668a d0 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (0, d) &668c e0 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (0, e) &668e c2 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (2, c) &6690 e2 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (2, e) &6692 d4 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (4, d) &6694 f4 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (4, f) &6696 d6 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (6, d) &6698 f6 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (6, f) &669a d8 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (8, d) &669c f8 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (8, f) &669e ea 3f ; sprite &3f (SCENERY_PATH_TOP_RIGHT_ONE) at (a, e) &66a0 fa 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (a, f) &66a2 91 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (1, 9) &66a4 30 1c ; sprite &1c (SCENERY_TREE_SIX_TOP) at (0, 3) &66a6 70 1d ; sprite &1d (SCENERY_TREE_SIX_BOTTOM) at (0, 7) &66a8 90 0a ; sprite &0a (SCENERY_POINTY_ROCK) at (0, 9) &66aa c6 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (6, c) &66ac e9 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (9, e) &66ae 89 19 ; sprite &19 (SCENERY_FOUNTAIN) at (9, 8) &66b0 c8 17 ; sprite &17 (SCENERY_POOL_LEFT) at (8, c) &66b2 ca 18 ; sprite &18 (SCENERY_POOL_RIGHT) at (a, c) &66b4 bc 11 ; sprite &11 (SCENERY_BUSH_THREE_LEFT) at (c, b) &66b6 be 12 ; sprite &12 (SCENERY_BUSH_THREE_RIGHT) at (e, b) &66b8 db 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (b, d) &66ba dd 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (d, d) &66bc ec 13 ; sprite &13 (SCENERY_BUSH_FOUR) at (c, e) &66be ff ; unused &66bf 7f ; room_data_addresses_low ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &66c0 20 6d b4 0f 70 ef 4c ad 00 5b 9a f7 3a 9d fe 53 ; &00 # Only types &00 - &16 used &66d0 a8 ff 50 ab 04 57 52 60 60 00 00 00 00 00 00 00 ; &10 ; room_data_addresses_high ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &66e0 4e 4e 4e 4f 4f 4f 50 50 51 51 51 51 52 52 52 53 ; &00 &66f0 53 53 54 54 55 55 66 66 66 00 00 00 00 00 00 00 ; &10 LEVEL_DUNGEONS data =================== ; 4.LEVEL-A ; 000400 000400 000400 ; object &00 (&0540) room &04, x &a, y &7, OBJECT_ROPE ; object &01 (&0541) room &02, x &7, y &6, OBJECT_ENEMY | ENEMY_FAST | ENEMY_HANDS ; object &02 (&0542) room &05, x &7, y &6, OBJECT_ENEMY | ENEMY_FAST | ENEMY_STICK ; object &03 (&0543) room &06, x &7, y &4, OBJECT_ENEMY | ENEMY_VERY_FAST | ENEMY_HANDS ; object &04 (&0544) room &07, x &a, y &5, OBJECT_ENEMY | ENEMY_VERY_FAST | ENEMY_NUNCHAKU ; object &05 (&0545) room &09, x &7, y &4, OBJECT_ENEMY | ENEMY_VERY_FAST | ENEMY_SWORD ; object &06 (&0546) room &0b, x &9, y &8, OBJECT_ENEMY | ENEMY_FAST | ENEMY_NUNCHAKU ; object &07 (&0547) room &0d, x &7, y &7, OBJECT_ENEMY | ENEMY_VERY_FAST | ENEMY_STICK ; object &08 (&0548) room &10, x &7, y &7, OBJECT_ENEMY | ENEMY_NUNCHAKU ; object &09 (&0549) room &13, x &4, y &6, OBJECT_ENEMY | ENEMY_VERY_FAST | ENEMY_HANDS ; object &0a (&054a) room &15, x &5, y &9, OBJECT_ENEMY | ENEMY_VERY_FAST | ENEMY_SWORD ; trigger &00 (&0510) room &0f, x &13, y &ff, TRIGGER_DUNGEONS # Spider ; trigger &01 (&0511) room &15, x &0f, y &22, TRIGGER_DUNGEONS # Climb out of level ; trigger &02 (&0512) room &15, x &0f, y &23, TRIGGER_DUNGEONS ; trigger &03 (&0513) room &15, x &0f, y &24, TRIGGER_DUNGEONS ; trigger &04 (&0514) room &15, x &0f, y &21, TRIGGER_DUNGEONS ; exits_room_and_position &0400 20 01 00 22 02 23 03 24 04 25 a5 c6 e6 07 06 c8 &0410 08 e9 c9 0a 09 cb eb 85 0b 4b cc ac cd 0d 2e 0e &0420 2f 0f 30 10 31 11 f2 12 33 d2 b4 94 35 ec ff ff &0430 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ; exits_destination_room &0440 41 20 22 40 03 62 24 43 25 44 06 65 47 26 08 66 &0450 29 48 6a 09 0b 69 45 2b 0c 0c 6b 0d 6c 0e 6d 2f &0460 4e 10 4f 11 70 32 51 13 72 74 12 35 54 2b ff ff &0470 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ; enemies_and_objects_types &0480 00 14 17 18 19 1a 15 1b 11 18 1a 00 00 00 00 00 &0490 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; rooms_visited &04a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &04b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; level_title_string &04c0 1c 03 09 0b 03 ; define text window x:(&03, &0b), y:(&03, &09) &04c5 11 80 ; COLOUR 128 &04c7 0c ; CLS &04c8 11 02 ; COLOUR 2 &04ca 1a ; restore default windows &04cb 1f 06 05 ; TAB(&06, &05) &04ce 54 48 45 ; "THE" &04d1 1f 06 06 ; TAB(&06, &06) &04d4 4c 41 53 54 20 ; "LAST " &04d9 1f 06 07 ; TAB(&06, &07) &04dc 4e 49 4e 4a 41 ; "NINJA" &04e1 0d ; title_screen_text_colours &04e2 02 00 03 03 03 03 03 03 03 03 03 03 03 00 01 01 ; unused &04f2 fd fe 20 ff fe ff 20 fe 20 fd 20 fe 20 0d ; triggers_x &0500 13 0f 0f 0f 0f 00 00 00 00 00 00 00 00 00 00 00 ; triggers_room &0510 cf d5 d5 d5 d5 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f ; enemies_and_objects_locations &0520 7a 67 67 47 5a 47 89 77 77 64 95 ff ff ff ff ff &0530 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ; enemies_and_objects_rooms &0540 04 02 05 06 07 09 0b 0d 10 13 15 1f 1f 1f 1f 1f &0550 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f ; player_back_buffer &0560 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0570 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0580 0c 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0590 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05c0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05d0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05e0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; enemy_or_object_back_buffer &05f0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0600 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0610 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0620 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0630 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0640 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0650 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0660 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0670 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; dragon_breath_sprite &0680 00 00 00 77 fc 11 00 00 00 00 fa f0 f0 fc 73 00 &0690 00 f2 f7 fd f3 f5 fb 10 76 cc ea 80 cc c4 f7 ba &06a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &06b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; triggers_y &06c0 ff 22 23 24 21 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f ; find_sprite &06d0 ff 74 66 74 64 64 20 00 55 f5 75 75 75 75 20 00 &06e0 bb d5 d5 f5 f5 f5 a0 00 88 c4 e4 e4 e4 ec c0 00 ; suggested_objects # Unused, copy of &06f0 - &06f7 from 3.LEVEL-A &06f0 0c 01 07 08 0c 01 07 08 ; unused &06f8 0c 01 07 08 0c 01 07 08 ; sprite &00 : part_00 part_00 part_00 part_01 ; SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM ; sprite &01 : part_02 part_02 part_02 part_03 ; SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM ; sprite &02 : part_04 ; SCENERY_SMALL_WINDOW_SW_NE ; sprite &03 : part_05 part_06 part_07 part_08 ; SCENERY_SKELETON_SW_NE_TOP ; sprite &04 : part_09 part_0a ; SCENERY_SKELETON_SW_NE_BOTTOM ; sprite &05 : part_0b part_0c part_6f part_0d ; SCENERY_LARGE_WINDOW_SW_NE ; sprite &06 : part_0e part_0f part_0f part_10 ; SCENERY_LARGE_WINDOW_NW_SE ; sprite &07 : part_21 ; SCENERY_DIRT ; sprite &08 : part_12 part_13 ; SCENERY_BARRED_WINDOW_SW_NE ; sprite &09 : part_72 part_73 part_74 ; SCENERY_CHAIR (unused) ; sprite &0a : part_11 part_14 part_14 part_14 ; SCENERY_AXE_VERTICAL ; sprite &0b : part_15 part_14 part_14 part_14 ; SCENERY_BLACK_SUPPORT_NW_SE ; sprite &0c : part_71 ; SCENERY_YELLOW_LINE_SW_NE ; sprite &0d : part_77 ; SCENERY_BLACK_LINE_NW_SE ; sprite &0e : part_16 part_17 part_17 part_17 ; SCENERY_BLACK_YELLOW_FLOOR_NW_SE_TOP ; sprite &0f : part_18 part_19 ; SCENERY_BARRED_WINDOW_NW_SE ; sprite &10 : part_1a part_1b ; SCENERY_YELLOW_PLATE_SW_NE ; sprite &11 : part_1c part_1d ; SCENERY_RED_PLATE_NW_SE ; sprite &12 : part_1e part_1f part_1f part_20 ; SCENERY_RED_BOX ; sprite &13 : part_22 part_23 part_24 ; SCENERY_BED_LEFT ; sprite &14 : part_25 part_26 ; SCENERY_BED_RIGHT ; sprite &15 : part_28 part_29 part_2a part_2b ; SCENERY_BARREL ; sprite &16 : part_2c part_70 ; SCENERY_MANACLES ; sprite &17 : part_2d part_2e part_2f part_30 ; SCENERY_SKELETON_NW_SE ; sprite &18 : part_31 part_32 ; SCENERY_BARRED_WINDOW_NW_SE_TWO ; sprite &19 : part_33 part_34 part_34 ; SCENERY_SPIKE (unused) ; sprite &1a : part_36 part_37 ; SCENERY_TUB ; sprite &1b : part_38 part_39 part_3a ; SCENERY_LOW_TABLE_LEFT ; sprite &1c : part_3b part_3c part_3d ; SCENERY_LOW_TABLE_RIGHT ; sprite &1d : part_3e part_3f ; SCENERY_HEAD ; sprite &1e : part_40 part_41 part_42 part_43 ; SCENERY_SPIDER_LEFT ; sprite &1f : part_44 part_45 part_46 part_47 ; SCENERY_SPIDER_RIGHT ; sprite &20 : part_48 part_48 part_48 part_48 ; SCENERY_LADDER_SW_NE ; sprite &21 : part_49 part_4a part_4b part_4c ; SCENERY_SKULL_FLAG_SW_NE ; sprite &22 : part_4d part_4e ; SCENERY_PLATE_LEFT ; sprite &23 : part_4f part_50 ; SCENERY_PLATE_RIGHT ; sprite &24 : part_51 part_52 ; SCENERY_CORPSE_LEFT ; sprite &25 : part_53 part_54 ; SCENERY_CORPSE_RIGHT ; sprite &26 : part_55 part_56 ; SCENERY_TRAPDOOR_LEFT ; sprite &27 : part_58 part_59 ; SCENERY_TRAPDOOR_RIGHT ; sprite &28 : part_5b part_5c part_5d part_5e ; SCENERY_CHAIN ; sprite &29 : part_5f ; SCENERY_CRACK_NW_SE_ONE ; sprite &2a : part_60 ; SCENERY_CRACK_NW_SE_TWO ; sprite &2b : part_61 part_62 part_63 ; SCENERY_HOLE_IN_RED_WALL ; sprite &2c : part_64 part_65 part_66 ; SCENERY_HOLE_IN_YELLOW_WALL ; sprite &2d : part_67 part_68 part_69 part_6a ; SCENERY_CUPBOARD ; sprite &2e : part_6b part_6c ; SCENERY_AXE_HORIZONTAL ; sprite &2f : part_6d part_6e ; SCENERY_ARM ; sprite &30 : part_02 part_02 part_03 ; SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM_TWO ; sprite &31 : part_72 part_73 part_74 ; SCENERY_CHAIR_TWO ; sprite &32 : part_75 part_76 part_57 part_5a ; SCENERY_CRACKED_WALL_CORNER ; sprite &33 : part_7c ; SCENERY_PATH_BOTTOM_LEFT_ONE ; sprite &34 : part_7d part_7c ; SCENERY_PATH_BOTTOM_LEFT_TWO ; sprite &35 : part_7d part_7e ; SCENERY_PATH_BOTTOM_RIGHT_TWO ; sprite &36 : part_7e ; SCENERY_PATH_BOTTOM_RIGHT_ONE ; sprite &37 : part_1e part_1f part_20 ; SCENERY_BOX_TWO ; sprite &38 : part_27 ; SCENERY_BLACK_PLATE_NW_SE ; sprite &39 : part_33 ; SCENERY_YELLOW_TRIANGLE ; sprite &3a : part_35 ; SCENERY_SMALL_HOLE ; sprite &3b : part_5c part_5d part_5d part_5c ; SCENERY_VERTICAL_CRACK ; sprite &3c : part_7b ; SCENERY_PATH_TOP_LEFT_ONE ; sprite &3d : part_7b part_7d ; SCENERY_PATH_TOP_LEFT_TWO ; sprite &3e : part_7a part_7d ; SCENERY_PATH_TOP_RIGHT_TWO ; sprite &3a ; part_7a ; SCENERY_PATH_TOP_RIGHT_ONE ; scenery_sprites_parts_table ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &0700 00 02 04 05 09 0b 0e 21 12 72 11 15 71 77 16 18 ; &00 &0710 1a 1c 1e 22 25 28 2c 2d 31 33 36 38 3b 3e 40 44 ; &10 &0720 48 49 4d 4f 51 53 55 58 5b 5f 60 61 64 67 6b 6d ; &20 &0730 02 72 75 7c 7d 7d 7e 1e 27 33 35 5c 7b 7b 7a 7a ; &30 &0740 00 02 ff 06 0a 0c 0f ff 13 73 14 14 ff ff 17 19 ; &40 &0750 1b 1d 1f 23 26 29 70 2e 32 34 37 39 3c 3f 41 45 ; &50 &0760 48 4a 4e 50 52 54 56 59 5c ff ff 62 65 68 6c 6e ; &60 &0770 02 73 76 ff 7c 7e ff 1f ff ff ff 5d ff 7d 7d ff ; &70 &0780 00 02 ff 07 ff 6f 0f ff ff 74 14 14 ff ff 17 ff ; &80 &0790 ff ff 1f 24 ff 2a ff 2f ff 34 ff 3a 3d ff 42 46 ; &90 &07a0 48 4b ff ff ff ff ff ff 5d ff ff 63 66 69 ff ff ; &a0 &07b0 03 74 57 ff ff ff ff 20 ff ff ff 5d ff ff ff ff ; &b0 &07c0 01 03 ff 08 ff 0d 10 ff ff ff 14 14 ff ff 17 ff ; &c0 &07d0 ff ff 20 ff ff 2b ff 30 ff ff ff ff ff ff 43 47 ; &d0 &07e0 48 4c ff ff ff ff ff ff 5e ff ff ff ff 6a ff ff ; &e0 &07f0 ff ff 5a ff ff ff ff ff ff ff ff 5c ff ff ff ff ; &f0 ; 4.LEVEL-B ; 004c20 004c20 001ae0 ; path_sprite_0 # NW to SE path &4c20 ff 33 00 00 00 00 00 00 ff ff ff 33 00 00 00 00 &4c30 ff ff ff ff ff 33 00 00 ff ff ff ff ff ff ff 33 &4c40 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c50 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c60 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c70 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c80 00 cc ff ff ff ff ff ff 00 00 00 cc ff ff ff ff &4c90 00 00 00 00 00 cc ff ff 00 00 00 00 00 00 00 cc ; path_sprite_1 # SW to NE path &4ca0 00 00 00 00 00 00 33 ff 00 00 00 00 33 ff ff ff &4cb0 00 00 33 ff ff ff ff ff 33 ff ff ff ff ff ff ff &4cc0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4cd0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4ce0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4cf0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4d00 ff ff ff ff ff ff cc 00 ff ff ff ff cc 00 00 00 &4d10 ff ff cc 00 00 00 00 00 cc 00 00 00 00 00 00 00 ; path_sprite_2 # NW to SE deadly tiles &4d20 fc f0 fc f3 fc f0 fc f3 fc f3 fc f0 fc f3 fc f0 &4d30 fc f0 fc f3 fc f0 fc f3 fc f3 fc f0 fc f3 fc f0 &4d40 fc f0 fc f3 fc f0 fc f3 fc f3 fc f0 fc f3 fc f0 &4d50 fc f0 fc f3 fc f0 fc f3 fc f3 fc f0 fc f3 fc f0 &4d60 fc f0 fc f3 fc f0 fc f3 fc f3 fc f0 fc f3 fc f0 &4d70 fc f0 fc f3 fc f0 fc f3 cf f3 fc f0 fc f3 fc f0 &4d80 0c 0f cf f3 fc f0 fc f3 00 00 0c 0f cf f3 fc f0 &4d90 00 00 00 00 0c 0f cf f3 00 00 00 00 00 00 0c 0f ; path_obstacle_values &4da0 00 ; OBSTACLE_NONE &4da1 00 ; OBSTACLE_NONE &4da2 02 ; OBSTACLE_SINK ; passable_scenery_sprite_parts &4da3 79 7a 7b 7c 7e 55 56 58 59 21 5f 60 48 ; room_types ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &4db0 00 01 02 03 04 05 06 07 08 09 0a 0b 06 0c 0d 0e &4dc0 0c 0d 0f 10 11 12 12 15 16 00 00 00 00 00 00 00 ; title_screen_string_one &4dd0 1f 00 0b ; TAB(&00, &0b) &4dd3 11 81 ; COLOUR 129 &4dd5 43 2e 31 39 38 38 20 53 55 50 45 52 49 4f 52 ; "C.1988 SUPERIOR" &4de4 0d ; unused &4de5 0d 0d 0d ; title_screen_string_two &4de8 1f 00 0b ; TAB(&00, &0b) &4deb 11 81 ; COLOUR 129 &4ded 62 79 20 20 50 45 54 45 52 20 53 43 4f 54 54 ; "by PETER SCOTT" &4dfc 0d ; unused &4dfe 0d 0d 0d ; title_screen_string_three &4e00 1f 00 0b ; TAB(&00, &0b) &4e03 11 81 ; COLOUR 129 &4e05 66 6f 72 20 44 59 4c 41 4e 20 47 41 4d 45 53 ; "for DYLAN GAMES" &4e14 0d ; unused &4e15 0d 0d 0d 00 00 00 00 00 00 00 00 ; room_type_00_data &4e20 f7 0e ; sprite &0e (SCENERY_BLACK_YELLOW_FLOOR_NW_SE_TOP) at (7, f) &4e22 e9 0e ; sprite &0e (SCENERY_BLACK_YELLOW_FLOOR_NW_SE_TOP) at (9, e) &4e24 db 0e ; sprite &0e (SCENERY_BLACK_YELLOW_FLOOR_NW_SE_TOP) at (b, d) &4e26 cd 0e ; sprite &0e (SCENERY_BLACK_YELLOW_FLOOR_NW_SE_TOP) at (d, c) &4e28 00 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 0) &4e2a 30 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 3) &4e2c 50 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 5) &4e2e 02 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 0) &4e30 32 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 3) &4e32 42 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 4) &4e34 04 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 0) &4e36 34 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 3) &4e38 06 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 0) &4e3a 26 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 2) &4e3c 08 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 0) &4e3e 18 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 1) &4e40 0a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 0) &4e42 0c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 0) &4e44 0e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 0) &4e46 1e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 1) &4e48 10 03 ; sprite &03 (SCENERY_SKELETON_SW_NE_TOP) at (0, 1) &4e4a 50 04 ; sprite &04 (SCENERY_SKELETON_SW_NE_BOTTOM) at (0, 5) &4e4c 23 05 ; sprite &05 (SCENERY_LARGE_WINDOW_SW_NE) at (3, 2) &4e4e 07 05 ; sprite &05 (SCENERY_LARGE_WINDOW_SW_NE) at (7, 0) &4e50 25 10 ; sprite &10 (SCENERY_YELLOW_PLATE_SW_NE) at (5, 2) &4e52 0a 2b ; sprite &2b (SCENERY_HOLE_IN_RED_WALL) at (a, 0) &4e54 90 26 ; sprite &26 (SCENERY_TRAPDOOR_LEFT) at (0, 9) &4e56 92 27 ; sprite &27 (SCENERY_TRAPDOOR_RIGHT) at (2, 9) &4e58 74 26 ; sprite &26 (SCENERY_TRAPDOOR_LEFT) at (4, 7) &4e5a 76 27 ; sprite &27 (SCENERY_TRAPDOOR_RIGHT) at (6, 7) &4e5c 58 26 ; sprite &26 (SCENERY_TRAPDOOR_LEFT) at (8, 5) &4e5e 5a 27 ; sprite &27 (SCENERY_TRAPDOOR_RIGHT) at (a, 5) &4e60 0d 0f ; sprite &0f (SCENERY_BARRED_WINDOW_NW_SE) at (d, 0) &4e62 d2 07 ; sprite &07 (SCENERY_DIRT) at (2, d) &4e64 b7 07 ; sprite &07 (SCENERY_DIRT) at (7, b) &4e66 94 07 ; sprite &07 (SCENERY_DIRT) at (4, 9) &4e68 8a 07 ; sprite &07 (SCENERY_DIRT) at (a, 8) &4e6a 4c 07 ; sprite &07 (SCENERY_DIRT) at (c, 4) &4e6c ae 07 ; sprite &07 (SCENERY_DIRT) at (e, a) &4e6e ff ; room_type_01_data &4e6f f0 ca ; path &02 (PATH_NW_SE_TILES), direction 2, length 2 at (0, f) &4e71 f4 d6 ; path &02 (PATH_NW_SE_TILES), direction 2, length 5 at (4, f) &4e73 f9 de ; path &02 (PATH_NW_SE_TILES), direction 2, length 7 at (9, f) &4e75 c8 de ; path &02 (PATH_NW_SE_TILES), direction 2, length 7 at (8, c) &4e77 da aa ; path &02 (PATH_NW_SE_TILES), direction 1, length 2 at (a, d) &4e79 00 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (0, 0) &4e7b 20 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (0, 2) &4e7d 02 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 0) &4e7f 32 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 3) &4e81 04 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 0) &4e83 34 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 3) &4e85 44 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 4) &4e87 06 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 0) &4e89 36 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 3) &4e8b 46 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 4) &4e8d 08 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 0) &4e8f 38 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 3) &4e91 0a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 0) &4e93 2a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 2) &4e95 0c 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (c, 0) &4e97 1c 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (c, 1) &4e99 0e 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (e, 0) &4e9b 6a 29 ; sprite &29 (SCENERY_CRACK_NW_SE_ONE) at (a, 6) &4e9d 7c 2a ; sprite &2a (SCENERY_CRACK_NW_SE_TWO) at (c, 7) &4e9f 8e 29 ; sprite &29 (SCENERY_CRACK_NW_SE_ONE) at (e, 8) &4ea1 01 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (1, 0) &4ea3 21 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (1, 2) &4ea5 34 2c ; sprite &2c (SCENERY_HOLE_IN_YELLOW_WALL) at (4, 3) &4ea7 27 08 ; sprite &08 (SCENERY_BARRED_WINDOW_SW_NE) at (7, 2) &4ea9 0b 08 ; sprite &08 (SCENERY_BARRED_WINDOW_SW_NE) at (b, 0) &4eab 78 07 ; sprite &07 (SCENERY_DIRT) at (8, 7) &4ead 6d 07 ; sprite &07 (SCENERY_DIRT) at (d, 6) &4eaf 8c 07 ; sprite &07 (SCENERY_DIRT) at (c, 8) &4eb1 bc 07 ; sprite &07 (SCENERY_DIRT) at (c, b) &4eb3 09 0a ; sprite &0a (SCENERY_AXE_VERTICAL) at (9, 0) &4eb5 56 15 ; sprite &15 (SCENERY_BARREL) at (6, 5) &4eb7 ff ; room_type_02_data &4eb8 f4 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (4, f) &4eba e6 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (6, e) &4ebc e8 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (8, e) &4ebe fa 3f ; sprite &3f (SCENERY_PATH_TOP_RIGHT_ONE) at (a, f) &4ec0 00 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 0) &4ec2 30 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 3) &4ec4 60 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 6) &4ec6 02 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 0) &4ec8 32 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 3) &4eca 52 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 5) &4ecc 04 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 0) &4ece 34 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 3) &4ed0 44 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 4) &4ed2 06 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 0) &4ed4 36 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 3) &4ed6 08 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 0) &4ed8 38 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 3) &4eda 0a 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (a, 0) &4edc 3a 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (a, 3) &4ede 4a 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (a, 4) &4ee0 0c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 0) &4ee2 3c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 3) &4ee4 5c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 5) &4ee6 0e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 0) &4ee8 3e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 3) &4eea 6e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 6) &4eec f7 22 ; sprite &22 (SCENERY_PLATE_LEFT) at (7, f) &4eee f9 23 ; sprite &23 (SCENERY_PLATE_RIGHT) at (9, f) &4ef0 c2 07 ; sprite &07 (SCENERY_DIRT) at (2, c) &4ef2 94 07 ; sprite &07 (SCENERY_DIRT) at (4, 9) &4ef4 78 07 ; sprite &07 (SCENERY_DIRT) at (8, 7) &4ef6 ac 07 ; sprite &07 (SCENERY_DIRT) at (c, a) &4ef8 ed 07 ; sprite &07 (SCENERY_DIRT) at (d, e) &4efa 30 05 ; sprite &05 (SCENERY_LARGE_WINDOW_SW_NE) at (0, 3) &4efc 22 05 ; sprite &05 (SCENERY_LARGE_WINDOW_SW_NE) at (2, 2) &4efe 34 0c ; sprite &0c (SCENERY_YELLOW_LINE_SW_NE) at (4, 3) &4f00 26 0c ; sprite &0c (SCENERY_YELLOW_LINE_SW_NE) at (6, 2) &4f02 05 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (5, 0) &4f04 05 2b ; sprite &2b (SCENERY_HOLE_IN_RED_WALL) at (5, 0) &4f06 35 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (5, 3) &4f08 47 12 ; sprite &12 (SCENERY_RED_BOX) at (7, 4) &4f0a 19 06 ; sprite &06 (SCENERY_LARGE_WINDOW_NW_SE) at (9, 1) &4f0c 3d 06 ; sprite &06 (SCENERY_LARGE_WINDOW_NW_SE) at (d, 3) &4f0e 1b 11 ; sprite &11 (SCENERY_RED_PLATE_NW_SE) at (b, 1) &4f10 3b 17 ; sprite &17 (SCENERY_SKELETON_NW_SE) at (b, 3) &4f12 ff ; room_type_03_data &4f13 f0 3f ; sprite &3f (SCENERY_PATH_TOP_RIGHT_ONE) at (0, f) &4f15 bb 85 ; path &01 (PATH_SW_NE), direction 0, length 1 at (b, b) &4f17 cb a4 ; path &00 (PATH_NW_SE), direction 1, length 1 at (b, c) &4f19 00 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (0, 0) &4f1b 30 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (0, 3) &4f1d 40 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (0, 4) &4f1f 02 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 0) &4f21 32 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 3) &4f23 52 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 5) &4f25 04 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 0) &4f27 34 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 3) &4f29 54 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 5) &4f2b 06 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 0) &4f2d 36 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 3) &4f2f 46 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 4) &4f31 08 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 0) &4f33 38 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 3) &4f35 0a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 0) &4f37 2a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 2) &4f39 0c 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (c, 0) &4f3b 1c 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (c, 1) &4f3d 0e 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (e, 0) &4f3f 0d 10 ; sprite &10 (SCENERY_YELLOW_PLATE_SW_NE) at (d, 0) &4f41 34 02 ; sprite &02 (SCENERY_SMALL_WINDOW_SW_NE) at (4, 3) &4f43 11 06 ; sprite &06 (SCENERY_LARGE_WINDOW_NW_SE) at (1, 1) &4f45 70 3a ; sprite &3a (SCENERY_SMALL_HOLE) at (0, 7) &4f47 80 07 ; sprite &07 (SCENERY_DIRT) at (0, 8) &4f49 b1 07 ; sprite &07 (SCENERY_DIRT) at (1, b) &4f4b e3 07 ; sprite &07 (SCENERY_DIRT) at (3, e) &4f4d a5 07 ; sprite &07 (SCENERY_DIRT) at (5, a) &4f4f 7a 07 ; sprite &07 (SCENERY_DIRT) at (a, 7) &4f51 9d 07 ; sprite &07 (SCENERY_DIRT) at (d, 9) &4f53 c8 07 ; sprite &07 (SCENERY_DIRT) at (8, c) &4f55 fb 07 ; sprite &07 (SCENERY_DIRT) at (b, f) &4f57 74 2f ; sprite &2f (SCENERY_ARM) at (4, 7) &4f59 26 03 ; sprite &03 (SCENERY_SKELETON_SW_NE_TOP) at (6, 2) &4f5b 0a 03 ; sprite &03 (SCENERY_SKELETON_SW_NE_TOP) at (a, 0) &4f5d 66 04 ; sprite &04 (SCENERY_SKELETON_SW_NE_BOTTOM) at (6, 6) &4f5f 4a 04 ; sprite &04 (SCENERY_SKELETON_SW_NE_BOTTOM) at (a, 4) &4f61 18 21 ; sprite &21 (SCENERY_SKULL_FLAG_SW_NE) at (8, 1) &4f63 bd 22 ; sprite &22 (SCENERY_PLATE_LEFT) at (d, b) &4f65 f8 12 ; sprite &12 (SCENERY_RED_BOX) at (8, f) &4f67 ea 12 ; sprite &12 (SCENERY_RED_BOX) at (a, e) &4f69 dc 12 ; sprite &12 (SCENERY_RED_BOX) at (c, d) &4f6b ce 12 ; sprite &12 (SCENERY_RED_BOX) at (e, c) &4f6d ff ; room_type_04_data &4f6e 00 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 0) &4f70 20 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 2) &4f72 02 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 0) &4f74 12 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 1) &4f76 04 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 0) &4f78 14 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 1) &4f7a 06 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (6, 0) &4f7c 26 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (6, 2) &4f7e 08 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 0) &4f80 38 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 3) &4f82 0a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 0) &4f84 3a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 3) &4f86 0c 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (c, 0) &4f88 2c 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (c, 2) &4f8a 0e 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (e, 0) &4f8c 1e 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (e, 1) &4f8e f6 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (6, f) &4f90 fc 85 ; path &01 (PATH_SW_NE), direction 0, length 1 at (c, f) &4f92 a0 29 ; sprite &29 (SCENERY_CRACK_NW_SE_ONE) at (0, a) &4f94 b2 29 ; sprite &29 (SCENERY_CRACK_NW_SE_ONE) at (2, b) &4f96 c4 2a ; sprite &2a (SCENERY_CRACK_NW_SE_TWO) at (4, c) &4f98 d6 29 ; sprite &29 (SCENERY_CRACK_NW_SE_ONE) at (6, d) &4f9a e8 2a ; sprite &2a (SCENERY_CRACK_NW_SE_TWO) at (8, e) &4f9c c1 07 ; sprite &07 (SCENERY_DIRT) at (1, c) &4f9e 84 07 ; sprite &07 (SCENERY_DIRT) at (4, 8) &4fa0 78 07 ; sprite &07 (SCENERY_DIRT) at (8, 7) &4fa2 ac 07 ; sprite &07 (SCENERY_DIRT) at (c, a) &4fa4 b7 07 ; sprite &07 (SCENERY_DIRT) at (7, b) &4fa6 f5 07 ; sprite &07 (SCENERY_DIRT) at (5, f) &4fa8 2a 08 ; sprite &08 (SCENERY_BARRED_WINDOW_SW_NE) at (a, 2) &4faa 0e 08 ; sprite &08 (SCENERY_BARRED_WINDOW_SW_NE) at (e, 0) &4fac 0c 03 ; sprite &03 (SCENERY_SKELETON_SW_NE_TOP) at (c, 0) &4fae 4c 04 ; sprite &04 (SCENERY_SKELETON_SW_NE_BOTTOM) at (c, 4) &4fb0 7a 26 ; sprite &26 (SCENERY_TRAPDOOR_LEFT) at (a, 7) &4fb2 7c 27 ; sprite &27 (SCENERY_TRAPDOOR_RIGHT) at (c, 7) &4fb4 5e 26 ; sprite &26 (SCENERY_TRAPDOOR_LEFT) at (e, 5) &4fb6 f7 1a ; sprite &1a (SCENERY_TUB) at (7, f) &4fb8 e9 1a ; sprite &1a (SCENERY_TUB) at (9, e) &4fba db 1a ; sprite &1a (SCENERY_TUB) at (b, d) &4fbc cd 1a ; sprite &1a (SCENERY_TUB) at (d, c) &4fbe eb 24 ; sprite &24 (SCENERY_CORPSE_LEFT) at (b, e) &4fc0 ed 25 ; sprite &25 (SCENERY_CORPSE_RIGHT) at (d, e) &4fc2 24 0d ; sprite &0d (SCENERY_BLACK_LINE_NW_SE) at (4, 2) &4fc4 36 0d ; sprite &0d (SCENERY_BLACK_LINE_NW_SE) at (6, 3) &4fc6 48 0d ; sprite &0d (SCENERY_BLACK_LINE_NW_SE) at (8, 4) &4fc8 17 1d ; sprite &1d (SCENERY_HEAD) at (7, 1) &4fca 30 12 ; sprite &12 (SCENERY_RED_BOX) at (0, 3) &4fcc 22 12 ; sprite &12 (SCENERY_RED_BOX) at (2, 2) &4fce 34 12 ; sprite &12 (SCENERY_RED_BOX) at (4, 3) &4fd0 42 12 ; sprite &12 (SCENERY_RED_BOX) at (2, 4) &4fd2 50 12 ; sprite &12 (SCENERY_RED_BOX) at (0, 5) &4fd4 ff ; room_type_05_data &4fd5 00 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 0) &4fd7 30 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 3) &4fd9 60 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 6) &4fdb 70 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 7) &4fdd 02 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 0) &4fdf 32 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 3) &4fe1 62 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 6) &4fe3 04 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 0) &4fe5 34 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 3) &4fe7 54 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 5) &4fe9 06 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 0) &4feb 36 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 3) &4fed 46 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 4) &4fef 08 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 0) &4ff1 38 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 3) &4ff3 0a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 0) &4ff5 2a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 2) &4ff7 0c 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (c, 0) &4ff9 1c 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (c, 1) &4ffb 0e 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (e, 0) &4ffd ad 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (d, a) &4fff bd 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (d, b) &5001 f4 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (4, f) &5003 e6 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (6, e) &5005 e8 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (8, e) &5007 fa 3f ; sprite &3f (SCENERY_PATH_TOP_RIGHT_ONE) at (a, f) &5009 e6 22 ; sprite &22 (SCENERY_PLATE_LEFT) at (6, e) &500b e8 23 ; sprite &23 (SCENERY_PLATE_RIGHT) at (8, e) &500d 9e 1a ; sprite &1a (SCENERY_TUB) at (e, 9) &500f 1c 0c ; sprite &0c (SCENERY_YELLOW_LINE_SW_NE) at (c, 1) &5011 0e 0c ; sprite &0c (SCENERY_YELLOW_LINE_SW_NE) at (e, 0) &5013 38 0c ; sprite &0c (SCENERY_YELLOW_LINE_SW_NE) at (8, 3) &5015 46 0c ; sprite &0c (SCENERY_YELLOW_LINE_SW_NE) at (6, 4) &5017 62 0c ; sprite &0c (SCENERY_YELLOW_LINE_SW_NE) at (2, 6) &5019 70 0c ; sprite &0c (SCENERY_YELLOW_LINE_SW_NE) at (0, 7) &501b 34 05 ; sprite &05 (SCENERY_LARGE_WINDOW_SW_NE) at (4, 3) &501d 0a 05 ; sprite &05 (SCENERY_LARGE_WINDOW_SW_NE) at (a, 0) &501f 07 04 ; sprite &04 (SCENERY_SKELETON_SW_NE_BOTTOM) at (7, 0) &5021 37 02 ; sprite &02 (SCENERY_SMALL_WINDOW_SW_NE) at (7, 3) &5023 56 2d ; sprite &2d (SCENERY_CUPBOARD) at (6, 5) &5025 48 2d ; sprite &2d (SCENERY_CUPBOARD) at (8, 4) &5027 12 2b ; sprite &2b (SCENERY_HOLE_IN_RED_WALL) at (2, 1) &5029 00 03 ; sprite &03 (SCENERY_SKELETON_SW_NE_TOP) at (0, 0) &502b 40 04 ; sprite &04 (SCENERY_SKELETON_SW_NE_BOTTOM) at (0, 4) &502d 71 15 ; sprite &15 (SCENERY_BARREL) at (1, 7) &502f d0 07 ; sprite &07 (SCENERY_DIRT) at (0, d) &5031 a4 07 ; sprite &07 (SCENERY_DIRT) at (4, a) &5033 8a 07 ; sprite &07 (SCENERY_DIRT) at (a, 8) &5035 5e 07 ; sprite &07 (SCENERY_DIRT) at (e, 5) &5037 dd 07 ; sprite &07 (SCENERY_DIRT) at (d, d) &5039 fc 07 ; sprite &07 (SCENERY_DIRT) at (c, f) &503b ff ; room_type_06_data &503c 00 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (0, 0) &503e 02 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 0) &5040 12 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 1) &5042 04 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 0) &5044 24 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 2) &5046 06 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (6, 0) &5048 36 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (6, 3) &504a 08 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 0) &504c 38 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 3) &504e 48 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 4) &5050 0a 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (a, 0) &5052 3a 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (a, 3) &5054 5a 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (a, 5) &5056 0c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 0) &5058 3c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 3) &505a 6c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 6) &505c 0e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 0) &505e 3e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 3) &5060 6e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 6) &5062 7e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 7) &5064 f4 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (4, f) &5066 e6 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (6, e) &5068 e8 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (8, e) &506a fa 3f ; sprite &3f (SCENERY_PATH_TOP_RIGHT_ONE) at (a, f) &506c 80 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 8) &506e 70 3f ; sprite &3f (SCENERY_PATH_TOP_RIGHT_ONE) at (0, 7) &5070 80 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (0, 8) &5072 50 07 ; sprite &07 (SCENERY_DIRT) at (0, 5) &5074 85 07 ; sprite &07 (SCENERY_DIRT) at (5, 8) &5076 d2 07 ; sprite &07 (SCENERY_DIRT) at (2, d) &5078 c8 07 ; sprite &07 (SCENERY_DIRT) at (8, c) &507a b9 07 ; sprite &07 (SCENERY_DIRT) at (9, b) &507c fc 07 ; sprite &07 (SCENERY_DIRT) at (c, f) &507e be 07 ; sprite &07 (SCENERY_DIRT) at (e, b) &5080 10 2e ; sprite &2e (SCENERY_AXE_HORIZONTAL) at (0, 1) &5082 04 2e ; sprite &2e (SCENERY_AXE_HORIZONTAL) at (4, 0) &5084 34 2e ; sprite &2e (SCENERY_AXE_HORIZONTAL) at (4, 3) &5086 12 2c ; sprite &2c (SCENERY_HOLE_IN_YELLOW_WALL) at (2, 1) &5088 07 06 ; sprite &06 (SCENERY_LARGE_WINDOW_NW_SE) at (7, 0) &508a 1a 16 ; sprite &16 (SCENERY_MANACLES) at (a, 1) &508c 48 15 ; sprite &15 (SCENERY_BARREL) at (8, 4) &508e 5a 15 ; sprite &15 (SCENERY_BARREL) at (a, 5) &5090 2c 03 ; sprite &03 (SCENERY_SKELETON_SW_NE_TOP) at (c, 2) &5092 6c 04 ; sprite &04 (SCENERY_SKELETON_SW_NE_BOTTOM) at (c, 6) &5094 3e 16 ; sprite &16 (SCENERY_MANACLES) at (e, 3) &5096 6e 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (e, 6) &5098 e6 22 ; sprite &22 (SCENERY_PLATE_LEFT) at (6, e) &509a e8 23 ; sprite &23 (SCENERY_PLATE_RIGHT) at (8, e) &509c 90 10 ; sprite &10 (SCENERY_YELLOW_PLATE_SW_NE) at (0, 9) &509e ff ; room_type_07_data &509f 00 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (0, 0) &50a1 30 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (0, 3) &50a3 40 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (0, 4) &50a5 02 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 0) &50a7 32 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 3) &50a9 52 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 5) &50ab 04 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 0) &50ad 34 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 3) &50af 54 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 5) &50b1 06 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 0) &50b3 36 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 3) &50b5 46 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 4) &50b7 08 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 0) &50b9 38 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 3) &50bb 0a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 0) &50bd 2a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 2) &50bf 0c 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (c, 0) &50c1 1c 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (c, 1) &50c3 0e 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (e, 0) &50c5 f0 c6 ; path &02 (PATH_NW_SE_TILES), direction 2, length 1 at (0, f) &50c7 f1 ca ; path &02 (PATH_NW_SE_TILES), direction 2, length 2 at (1, f) &50c9 f5 da ; path &02 (PATH_NW_SE_TILES), direction 2, length 6 at (5, f) &50cb e8 de ; path &02 (PATH_NW_SE_TILES), direction 2, length 7 at (8, e) &50cd fa a2 ; path &02 (PATH_NW_SE_TILES), direction 1, length 0 at (a, f) &50cf cb 07 ; sprite &07 (SCENERY_DIRT) at (b, c) &50d1 98 07 ; sprite &07 (SCENERY_DIRT) at (8, 9) &50d3 6d 07 ; sprite &07 (SCENERY_DIRT) at (d, 6) &50d5 be 07 ; sprite &07 (SCENERY_DIRT) at (e, b) &50d7 45 08 ; sprite &08 (SCENERY_BARRED_WINDOW_SW_NE) at (5, 4) &50d9 29 08 ; sprite &08 (SCENERY_BARRED_WINDOW_SW_NE) at (9, 2) &50db 0d 08 ; sprite &08 (SCENERY_BARRED_WINDOW_SW_NE) at (d, 0) &50dd 0b 0a ; sprite &0a (SCENERY_AXE_VERTICAL) at (b, 0) &50df 27 0a ; sprite &0a (SCENERY_AXE_VERTICAL) at (7, 2) &50e1 54 2d ; sprite &2d (SCENERY_CUPBOARD) at (4, 5) &50e3 00 3b ; sprite &3b (SCENERY_VERTICAL_CRACK) at (0, 0) &50e5 11 2c ; sprite &2c (SCENERY_HOLE_IN_YELLOW_WALL) at (1, 1) &50e7 30 29 ; sprite &29 (SCENERY_CRACK_NW_SE_ONE) at (0, 3) &50e9 42 2a ; sprite &2a (SCENERY_CRACK_NW_SE_TWO) at (2, 4) &50eb bd 37 ; sprite &37 (SCENERY_BOX_TWO) at (d, b) &50ed ff ; room_type_08_data &50ee b0 2a ; sprite &2a (SCENERY_CRACK_NW_SE_TWO) at (0, b) &50f0 f6 0e ; sprite &0e (SCENERY_BLACK_YELLOW_FLOOR_NW_SE_TOP) at (6, f) &50f2 e8 0e ; sprite &0e (SCENERY_BLACK_YELLOW_FLOOR_NW_SE_TOP) at (8, e) &50f4 da 0e ; sprite &0e (SCENERY_BLACK_YELLOW_FLOOR_NW_SE_TOP) at (a, d) &50f6 cc 0e ; sprite &0e (SCENERY_BLACK_YELLOW_FLOOR_NW_SE_TOP) at (c, c) &50f8 be 0e ; sprite &0e (SCENERY_BLACK_YELLOW_FLOOR_NW_SE_TOP) at (e, b) &50fa ee 0e ; sprite &0e (SCENERY_BLACK_YELLOW_FLOOR_NW_SE_TOP) at (e, e) &50fc 80 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (0, 8) &50fe 92 3f ; sprite &3f (SCENERY_PATH_TOP_RIGHT_ONE) at (2, 9) &5100 a2 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (2, a) &5102 a0 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (0, a) &5104 90 1a ; sprite &1a (SCENERY_TUB) at (0, 9) &5106 00 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (0, 0) &5108 02 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 0) &510a 12 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 1) &510c 04 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 0) &510e 24 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 2) &5110 06 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (6, 0) &5112 36 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (6, 3) &5114 08 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 0) &5116 38 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 3) &5118 0a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 0) &511a 2a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 2) &511c 0c 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (c, 0) &511e 1c 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (c, 1) &5120 0e 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (e, 0) &5122 c2 29 ; sprite &29 (SCENERY_CRACK_NW_SE_ONE) at (2, c) &5124 d4 2a ; sprite &2a (SCENERY_CRACK_NW_SE_TWO) at (4, d) &5126 e6 29 ; sprite &29 (SCENERY_CRACK_NW_SE_ONE) at (6, e) &5128 50 07 ; sprite &07 (SCENERY_DIRT) at (0, 5) &512a f2 07 ; sprite &07 (SCENERY_DIRT) at (2, f) &512c a6 07 ; sprite &07 (SCENERY_DIRT) at (6, a) &512e 7a 07 ; sprite &07 (SCENERY_DIRT) at (a, 7) &5130 8b 07 ; sprite &07 (SCENERY_DIRT) at (b, 8) &5132 9e 07 ; sprite &07 (SCENERY_DIRT) at (e, 9) &5134 ca 07 ; sprite &07 (SCENERY_DIRT) at (a, c) &5136 ea 26 ; sprite &26 (SCENERY_TRAPDOOR_LEFT) at (a, e) &5138 ec 27 ; sprite &27 (SCENERY_TRAPDOOR_RIGHT) at (c, e) &513a ce 26 ; sprite &26 (SCENERY_TRAPDOOR_LEFT) at (e, c) &513c 07 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (7, 0) &513e 37 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (7, 3) &5140 01 18 ; sprite &18 (SCENERY_BARRED_WINDOW_NW_SE_TWO) at (1, 0) &5142 25 18 ; sprite &18 (SCENERY_BARRED_WINDOW_NW_SE_TWO) at (5, 2) &5144 13 11 ; sprite &11 (SCENERY_RED_PLATE_NW_SE) at (3, 1) &5146 09 05 ; sprite &05 (SCENERY_LARGE_WINDOW_SW_NE) at (9, 0) &5148 0c 28 ; sprite &28 (SCENERY_CHAIN) at (c, 0) &514a 0e 04 ; sprite &04 (SCENERY_SKELETON_SW_NE_BOTTOM) at (e, 0) &514c 2e 02 ; sprite &02 (SCENERY_SMALL_WINDOW_SW_NE) at (e, 2) &514e c0 12 ; sprite &12 (SCENERY_RED_BOX) at (0, c) &5150 d2 12 ; sprite &12 (SCENERY_RED_BOX) at (2, d) &5152 e4 12 ; sprite &12 (SCENERY_RED_BOX) at (4, e) &5154 f6 12 ; sprite &12 (SCENERY_RED_BOX) at (6, f) &5156 ff ; room_type_09_data &5157 00 30 ; sprite &30 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM_TWO) at (0, 0) &5159 02 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 0) &515b 04 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 0) &515d 14 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 1) &515f 06 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (6, 0) &5161 26 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (6, 2) &5163 08 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 0) &5165 38 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 3) &5167 0a 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (a, 0) &5169 3a 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (a, 3) &516b 4a 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (a, 4) &516d 0c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 0) &516f 3c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 3) &5171 5c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 5) &5173 0e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 0) &5175 3e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 3) &5177 6e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 6) &5179 80 3f ; sprite &3f (SCENERY_PATH_TOP_RIGHT_ONE) at (0, 8) &517b 90 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (0, 9) &517d 80 3f ; sprite &3f (SCENERY_PATH_TOP_RIGHT_ONE) at (0, 8) &517f f0 85 ; path &01 (PATH_SW_NE), direction 0, length 1 at (0, f) &5181 f8 c4 ; path &00 (PATH_NW_SE), direction 2, length 1 at (8, f) &5183 f5 a1 ; path &01 (PATH_SW_NE), direction 1, length 0 at (5, f) &5185 d4 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (4, d) &5187 c6 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (6, c) &5189 c8 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (8, c) &518b da 3f ; sprite &3f (SCENERY_PATH_TOP_RIGHT_ONE) at (a, d) &518d 01 18 ; sprite &18 (SCENERY_BARRED_WINDOW_NW_SE_TWO) at (1, 0) &518f 03 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (3, 0) &5191 08 17 ; sprite &17 (SCENERY_SKELETON_NW_SE) at (8, 0) &5193 2c 17 ; sprite &17 (SCENERY_SKELETON_NW_SE) at (c, 2) &5195 48 38 ; sprite &38 (SCENERY_BLACK_PLATE_NW_SE) at (8, 4) &5197 6c 38 ; sprite &38 (SCENERY_BLACK_PLATE_NW_SE) at (c, 6) &5199 05 3b ; sprite &3b (SCENERY_VERTICAL_CRACK) at (5, 0) &519b 15 2c ; sprite &2c (SCENERY_HOLE_IN_YELLOW_WALL) at (5, 1) &519d 2a 2e ; sprite &2e (SCENERY_AXE_HORIZONTAL) at (a, 2) &519f 0e 06 ; sprite &06 (SCENERY_LARGE_WINDOW_NW_SE) at (e, 0) &51a1 e0 07 ; sprite &07 (SCENERY_DIRT) at (0, e) &51a3 a4 07 ; sprite &07 (SCENERY_DIRT) at (4, a) &51a5 62 07 ; sprite &07 (SCENERY_DIRT) at (2, 6) &51a7 78 07 ; sprite &07 (SCENERY_DIRT) at (8, 7) &51a9 89 07 ; sprite &07 (SCENERY_DIRT) at (9, 8) &51ab cc 07 ; sprite &07 (SCENERY_DIRT) at (c, c) &51ad ee 07 ; sprite &07 (SCENERY_DIRT) at (e, e) &51af e2 13 ; sprite &13 (SCENERY_BED_LEFT) at (2, e) &51b1 e4 14 ; sprite &14 (SCENERY_BED_RIGHT) at (4, e) &51b3 c6 13 ; sprite &13 (SCENERY_BED_LEFT) at (6, c) &51b5 c8 14 ; sprite &14 (SCENERY_BED_RIGHT) at (8, c) &51b7 d8 1a ; sprite &1a (SCENERY_TUB) at (8, d) &51b9 da 1a ; sprite &1a (SCENERY_TUB) at (a, d) &51bb e7 1a ; sprite &1a (SCENERY_TUB) at (7, e) &51bd e9 1a ; sprite &1a (SCENERY_TUB) at (9, e) &51bf eb 1a ; sprite &1a (SCENERY_TUB) at (b, e) &51c1 f6 1a ; sprite &1a (SCENERY_TUB) at (6, f) &51c3 f8 1a ; sprite &1a (SCENERY_TUB) at (8, f) &51c5 fa 1a ; sprite &1a (SCENERY_TUB) at (a, f) &51c7 fc 1a ; sprite &1a (SCENERY_TUB) at (c, f) &51c9 ff ; room_type_0a_data &51ca f0 ce ; path &02 (PATH_NW_SE_TILES), direction 2, length 3 at (0, f) &51cc 00 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 0) &51ce 30 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 3) &51d0 60 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 6) &51d2 90 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 9) &51d4 02 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 0) &51d6 32 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 3) &51d8 62 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 6) &51da 82 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 8) &51dc 04 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 0) &51de 34 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 3) &51e0 64 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 6) &51e2 74 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 7) &51e4 06 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 0) &51e6 36 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 3) &51e8 66 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 6) &51ea 08 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 0) &51ec 38 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 3) &51ee 68 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 6) &51f0 0a 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (a, 0) &51f2 3a 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (a, 3) &51f4 6a 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (a, 6) &51f6 7a 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (a, 7) &51f8 0c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 0) &51fa 3c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 3) &51fc 6c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 6) &51fe 8c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 8) &5200 0e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 0) &5202 3e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 3) &5204 6e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 6) &5206 9e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 9) &5208 21 03 ; sprite &03 (SCENERY_SKELETON_SW_NE_TOP) at (1, 2) &520a 61 04 ; sprite &04 (SCENERY_SKELETON_SW_NE_BOTTOM) at (1, 6) &520c 91 02 ; sprite &02 (SCENERY_SMALL_WINDOW_SW_NE) at (1, 9) &520e 05 03 ; sprite &03 (SCENERY_SKELETON_SW_NE_TOP) at (5, 0) &5210 45 04 ; sprite &04 (SCENERY_SKELETON_SW_NE_BOTTOM) at (5, 4) &5212 75 02 ; sprite &02 (SCENERY_SMALL_WINDOW_SW_NE) at (5, 7) &5214 33 05 ; sprite &05 (SCENERY_LARGE_WINDOW_SW_NE) at (3, 3) &5216 07 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (7, 0) &5218 47 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (7, 4) &521a 57 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (7, 5) &521c 29 16 ; sprite &16 (SCENERY_MANACLES) at (9, 2) &521e 4d 16 ; sprite &16 (SCENERY_MANACLES) at (d, 4) &5220 96 24 ; sprite &24 (SCENERY_CORPSE_LEFT) at (6, 9) &5222 98 25 ; sprite &25 (SCENERY_CORPSE_RIGHT) at (8, 9) &5224 d4 07 ; sprite &07 (SCENERY_DIRT) at (4, d) &5226 c9 07 ; sprite &07 (SCENERY_DIRT) at (9, c) &5228 fa 07 ; sprite &07 (SCENERY_DIRT) at (a, f) &522a ff ; room_type_0b_data &522b 00 30 ; sprite &30 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM_TWO) at (0, 0) &522d 02 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 0) &522f 04 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 0) &5231 14 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 1) &5233 06 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (6, 0) &5235 26 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (6, 2) &5237 08 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 0) &5239 38 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 3) &523b 0a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 0) &523d 3a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 3) &523f 0c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 0) &5241 3c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 3) &5243 0e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 0) &5245 3e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 3) &5247 4e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 4) &5249 5d 31 ; sprite &31 (SCENERY_CHAIR_TWO) at (d, 5) &524b 70 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (0, 7) &524d 82 3f ; sprite &3f (SCENERY_PATH_TOP_RIGHT_ONE) at (2, 8) &524f 92 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (2, 9) &5251 90 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (0, 9) &5253 52 07 ; sprite &07 (SCENERY_DIRT) at (2, 5) &5255 b9 07 ; sprite &07 (SCENERY_DIRT) at (9, b) &5257 dd 07 ; sprite &07 (SCENERY_DIRT) at (d, d) &5259 f0 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (0, f) &525b e2 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (2, e) &525d e4 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (4, e) &525f f6 3f ; sprite &3f (SCENERY_PATH_TOP_RIGHT_ONE) at (6, f) &5261 e2 1b ; sprite &1b (SCENERY_LOW_TABLE_LEFT) at (2, e) &5263 e4 1c ; sprite &1c (SCENERY_LOW_TABLE_RIGHT) at (4, e) &5265 6a 26 ; sprite &26 (SCENERY_TRAPDOOR_LEFT) at (a, 6) &5267 6c 27 ; sprite &27 (SCENERY_TRAPDOOR_RIGHT) at (c, 6) &5269 48 18 ; sprite &18 (SCENERY_BARRED_WINDOW_NW_SE_TWO) at (8, 4) &526b b0 26 ; sprite &26 (SCENERY_TRAPDOOR_LEFT) at (0, b) &526d b2 27 ; sprite &27 (SCENERY_TRAPDOOR_RIGHT) at (2, b) &526f 94 26 ; sprite &26 (SCENERY_TRAPDOOR_LEFT) at (4, 9) &5271 96 27 ; sprite &27 (SCENERY_TRAPDOOR_RIGHT) at (6, 9) &5273 78 26 ; sprite &26 (SCENERY_TRAPDOOR_LEFT) at (8, 7) &5275 7a 27 ; sprite &27 (SCENERY_TRAPDOOR_RIGHT) at (a, 7) &5277 1a 21 ; sprite &21 (SCENERY_SKULL_FLAG_SW_NE) at (a, 1) &5279 04 17 ; sprite &17 (SCENERY_SKELETON_NW_SE) at (4, 0) &527b 12 38 ; sprite &38 (SCENERY_BLACK_PLATE_NW_SE) at (2, 1) &527d 36 38 ; sprite &38 (SCENERY_BLACK_PLATE_NW_SE) at (6, 3) &527f 00 18 ; sprite &18 (SCENERY_BARRED_WINDOW_NW_SE_TWO) at (0, 0) &5281 0d 0b ; sprite &0b (SCENERY_BLACK_SUPPORT_NW_SE) at (d, 0) &5283 86 26 ; sprite &26 (SCENERY_TRAPDOOR_LEFT) at (6, 8) &5285 88 27 ; sprite &27 (SCENERY_TRAPDOOR_RIGHT) at (8, 8) &5287 a2 26 ; sprite &26 (SCENERY_TRAPDOOR_LEFT) at (2, a) &5289 a4 27 ; sprite &27 (SCENERY_TRAPDOOR_RIGHT) at (4, a) &528b c0 27 ; sprite &27 (SCENERY_TRAPDOOR_RIGHT) at (0, c) &528d e6 07 ; sprite &07 (SCENERY_DIRT) at (6, e) &528f 76 07 ; sprite &07 (SCENERY_DIRT) at (6, 7) &5291 ff ; room_type_0c_data &5292 e6 2a ; sprite &2a (SCENERY_CRACK_NW_SE_TWO) at (6, e) &5294 f0 ce ; path &02 (PATH_NW_SE_TILES), direction 2, length 3 at (0, f) &5296 00 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (0, 0) &5298 20 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (0, 2) &529a 02 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 0) &529c 32 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 3) &529e 04 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 0) &52a0 34 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 3) &52a2 44 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 4) &52a4 06 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (6, 0) &52a6 36 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (6, 3) &52a8 56 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (6, 5) &52aa 08 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 0) &52ac 38 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 3) &52ae 68 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 6) &52b0 0a 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (a, 0) &52b2 3a 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (a, 3) &52b4 6a 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (a, 6) &52b6 7a 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (a, 7) &52b8 0c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 0) &52ba 3c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 3) &52bc 6c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 6) &52be 8c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 8) &52c0 0e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 0) &52c2 3e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 3) &52c4 6e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 6) &52c6 9e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 9) &52c8 80 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (0, 8) &52ca a0 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (0, a) &52cc f4 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (4, f) &52ce e6 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (6, e) &52d0 e8 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (8, e) &52d2 f8 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (8, f) &52d4 ea 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (a, e) &52d6 fc 3f ; sprite &3f (SCENERY_PATH_TOP_RIGHT_ONE) at (c, f) &52d8 d2 07 ; sprite &07 (SCENERY_DIRT) at (2, d) &52da 93 07 ; sprite &07 (SCENERY_DIRT) at (3, 9) &52dc c7 07 ; sprite &07 (SCENERY_DIRT) at (7, c) &52de b8 07 ; sprite &07 (SCENERY_DIRT) at (8, b) &52e0 ee 07 ; sprite &07 (SCENERY_DIRT) at (e, e) &52e2 b0 29 ; sprite &29 (SCENERY_CRACK_NW_SE_ONE) at (0, b) &52e4 c2 29 ; sprite &29 (SCENERY_CRACK_NW_SE_ONE) at (2, c) &52e6 d4 2a ; sprite &2a (SCENERY_CRACK_NW_SE_TWO) at (4, d) &52e8 46 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (6, 4) &52ea 06 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (6, 0) &52ec 9d 07 ; sprite &07 (SCENERY_DIRT) at (d, 9) &52ee 47 2c ; sprite &2c (SCENERY_HOLE_IN_YELLOW_WALL) at (7, 4) &52f0 2d 2c ; sprite &2c (SCENERY_HOLE_IN_YELLOW_WALL) at (d, 2) &52f2 04 06 ; sprite &06 (SCENERY_LARGE_WINDOW_NW_SE) at (4, 0) &52f4 16 06 ; sprite &06 (SCENERY_LARGE_WINDOW_NW_SE) at (6, 1) &52f6 3a 06 ; sprite &06 (SCENERY_LARGE_WINDOW_NW_SE) at (a, 3) &52f8 4c 06 ; sprite &06 (SCENERY_LARGE_WINDOW_NW_SE) at (c, 4) &52fa 00 0d ; sprite &0d (SCENERY_BLACK_LINE_NW_SE) at (0, 0) &52fc 12 0d ; sprite &0d (SCENERY_BLACK_LINE_NW_SE) at (2, 1) &52fe 48 0d ; sprite &0d (SCENERY_BLACK_LINE_NW_SE) at (8, 4) &5300 7e 0d ; sprite &0d (SCENERY_BLACK_LINE_NW_SE) at (e, 7) &5302 10 1d ; sprite &1d (SCENERY_HEAD) at (0, 1) &5304 e8 15 ; sprite &15 (SCENERY_BARREL) at (8, e) &5306 f7 15 ; sprite &15 (SCENERY_BARREL) at (7, f) &5308 f9 15 ; sprite &15 (SCENERY_BARREL) at (9, f) &530a ff ; room_type_0d_data &530b f0 ce ; path &02 (PATH_NW_SE_TILES), direction 2, length 3 at (0, f) &530d f8 0e ; sprite &0e (SCENERY_BLACK_YELLOW_FLOOR_NW_SE_TOP) at (8, f) &530f ea 0e ; sprite &0e (SCENERY_BLACK_YELLOW_FLOOR_NW_SE_TOP) at (a, e) &5311 dc 0e ; sprite &0e (SCENERY_BLACK_YELLOW_FLOOR_NW_SE_TOP) at (c, d) &5313 ce 0e ; sprite &0e (SCENERY_BLACK_YELLOW_FLOOR_NW_SE_TOP) at (e, c) &5315 00 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (0, 0) &5317 30 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (0, 3) &5319 02 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 0) &531b 32 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 3) &531d 42 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 4) &531f 04 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 0) &5321 34 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 3) &5323 54 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 5) &5325 06 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (6, 0) &5327 36 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (6, 3) &5329 66 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (6, 6) &532b 08 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 0) &532d 38 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 3) &532f 68 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 6) &5331 0a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 0) &5333 3a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 3) &5335 5a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 5) &5337 0c 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (c, 0) &5339 3c 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (c, 3) &533b 4c 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (c, 4) &533d 0e 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (e, 0) &533f 3e 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (e, 3) &5341 47 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (7, 4) &5343 67 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (7, 6) &5345 12 c4 ; path &00 (PATH_NW_SE), direction 2, length 1 at (2, 1) &5347 16 85 ; path &01 (PATH_SW_NE), direction 0, length 1 at (6, 1) &5349 04 a1 ; path &01 (PATH_SW_NE), direction 1, length 0 at (4, 0) &534b 24 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (4, 2) &534d 26 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (6, 2) &534f 28 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (8, 2) &5351 2a 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (a, 2) &5353 7d 07 ; sprite &07 (SCENERY_DIRT) at (d, 7) &5355 90 07 ; sprite &07 (SCENERY_DIRT) at (0, 9) &5357 b6 07 ; sprite &07 (SCENERY_DIRT) at (6, b) &5359 e6 07 ; sprite &07 (SCENERY_DIRT) at (6, e) &535b bc 07 ; sprite &07 (SCENERY_DIRT) at (c, b) &535d 10 0b ; sprite &0b (SCENERY_BLACK_SUPPORT_NW_SE) at (0, 1) &535f 46 0b ; sprite &0b (SCENERY_BLACK_SUPPORT_NW_SE) at (6, 4) &5361 33 38 ; sprite &38 (SCENERY_BLACK_PLATE_NW_SE) at (3, 3) &5363 43 17 ; sprite &17 (SCENERY_SKELETON_NW_SE) at (3, 4) &5365 58 2b ; sprite &2b (SCENERY_HOLE_IN_RED_WALL) at (8, 5) &5367 2c 02 ; sprite &02 (SCENERY_SMALL_WINDOW_SW_NE) at (c, 2) &5369 4c 02 ; sprite &02 (SCENERY_SMALL_WINDOW_SW_NE) at (c, 4) &536b 1e 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (e, 1) &536d ff ; room_type_0e_data &536e f7 0e ; sprite &0e (SCENERY_BLACK_YELLOW_FLOOR_NW_SE_TOP) at (7, f) &5370 e9 0e ; sprite &0e (SCENERY_BLACK_YELLOW_FLOOR_NW_SE_TOP) at (9, e) &5372 db 0e ; sprite &0e (SCENERY_BLACK_YELLOW_FLOOR_NW_SE_TOP) at (b, d) &5374 cd 0e ; sprite &0e (SCENERY_BLACK_YELLOW_FLOOR_NW_SE_TOP) at (d, c) &5376 00 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 0) &5378 30 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 3) &537a 60 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 6) &537c 90 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 9) &537e 02 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 0) &5380 32 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 3) &5382 62 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 6) &5384 82 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 8) &5386 04 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 0) &5388 34 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 3) &538a 64 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 6) &538c 74 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 7) &538e 06 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 0) &5390 36 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 3) &5392 66 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 6) &5394 08 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 0) &5396 38 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 3) &5398 58 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 5) &539a 0a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 0) &539c 3a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 3) &539e 4a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 4) &53a0 0c 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (c, 0) &53a2 3c 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (c, 3) &53a4 0e 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (e, 0) &53a6 2e 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (e, 2) &53a8 e0 07 ; sprite &07 (SCENERY_DIRT) at (0, e) &53aa c3 07 ; sprite &07 (SCENERY_DIRT) at (3, c) &53ac d4 07 ; sprite &07 (SCENERY_DIRT) at (4, d) &53ae c9 07 ; sprite &07 (SCENERY_DIRT) at (9, c) &53b0 0d 0a ; sprite &0a (SCENERY_AXE_VERTICAL) at (d, 0) &53b2 00 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (0, 0) &53b4 30 03 ; sprite &03 (SCENERY_SKELETON_SW_NE_TOP) at (0, 3) &53b6 22 03 ; sprite &03 (SCENERY_SKELETON_SW_NE_TOP) at (2, 2) &53b8 14 03 ; sprite &03 (SCENERY_SKELETON_SW_NE_TOP) at (4, 1) &53ba 06 03 ; sprite &03 (SCENERY_SKELETON_SW_NE_TOP) at (6, 0) &53bc 70 04 ; sprite &04 (SCENERY_SKELETON_SW_NE_BOTTOM) at (0, 7) &53be 62 04 ; sprite &04 (SCENERY_SKELETON_SW_NE_BOTTOM) at (2, 6) &53c0 54 04 ; sprite &04 (SCENERY_SKELETON_SW_NE_BOTTOM) at (4, 5) &53c2 46 04 ; sprite &04 (SCENERY_SKELETON_SW_NE_BOTTOM) at (6, 4) &53c4 a0 02 ; sprite &02 (SCENERY_SMALL_WINDOW_SW_NE) at (0, a) &53c6 92 02 ; sprite &02 (SCENERY_SMALL_WINDOW_SW_NE) at (2, 9) &53c8 84 02 ; sprite &02 (SCENERY_SMALL_WINDOW_SW_NE) at (4, 8) &53ca 76 02 ; sprite &02 (SCENERY_SMALL_WINDOW_SW_NE) at (6, 7) &53cc 87 24 ; sprite &24 (SCENERY_CORPSE_LEFT) at (7, 8) &53ce 89 25 ; sprite &25 (SCENERY_CORPSE_RIGHT) at (9, 8) &53d0 3a 2b ; sprite &2b (SCENERY_HOLE_IN_RED_WALL) at (a, 3) &53d2 09 08 ; sprite &08 (SCENERY_BARRED_WINDOW_SW_NE) at (9, 0) &53d4 39 08 ; sprite &08 (SCENERY_BARRED_WINDOW_SW_NE) at (9, 3) &53d6 8b 1e ; sprite &1e (SCENERY_SPIDER_LEFT) at (b, 8) &53d8 8d 1f ; sprite &1f (SCENERY_SPIDER_RIGHT) at (d, 8) &53da ad 2f ; sprite &2f (SCENERY_ARM) at (d, a) &53dc ff ; room_type_0f_data &53dd 00 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (0, 0) &53df 20 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (0, 2) &53e1 02 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 0) &53e3 32 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 3) &53e5 04 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 0) &53e7 34 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 3) &53e9 44 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 4) &53eb 06 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (6, 0) &53ed 36 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (6, 3) &53ef 56 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (6, 5) &53f1 08 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 0) &53f3 38 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 3) &53f5 68 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 6) &53f7 0a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 0) &53f9 3a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 3) &53fb 6a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 6) &53fd 0c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 0) &53ff 3c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 3) &5401 6c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 6) &5403 0e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 0) &5405 3e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 3) &5407 6e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 6) &5409 7e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 7) &540b 04 2c ; sprite &2c (SCENERY_HOLE_IN_YELLOW_WALL) at (4, 0) &540d 03 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (3, 0) &540f 33 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (3, 3) &5411 90 3f ; sprite &3f (SCENERY_PATH_TOP_RIGHT_ONE) at (0, 9) &5413 a0 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (0, a) &5415 f0 ce ; path &02 (PATH_NW_SE_TILES), direction 2, length 3 at (0, f) &5417 f6 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (6, f) &5419 e8 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (8, e) &541b ea 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (a, e) &541d fc 3f ; sprite &3f (SCENERY_PATH_TOP_RIGHT_ONE) at (c, f) &541f e0 38 ; sprite &38 (SCENERY_BLACK_PLATE_NW_SE) at (0, e) &5421 e0 3a ; sprite &3a (SCENERY_SMALL_HOLE) at (0, e) &5423 e0 07 ; sprite &07 (SCENERY_DIRT) at (0, e) &5425 70 07 ; sprite &07 (SCENERY_DIRT) at (0, 7) &5427 b3 07 ; sprite &07 (SCENERY_DIRT) at (3, b) &5429 a9 07 ; sprite &07 (SCENERY_DIRT) at (9, a) &542b dc 07 ; sprite &07 (SCENERY_DIRT) at (c, d) &542d ed 07 ; sprite &07 (SCENERY_DIRT) at (d, e) &542f 02 06 ; sprite &06 (SCENERY_LARGE_WINDOW_NW_SE) at (2, 0) &5431 26 06 ; sprite &06 (SCENERY_LARGE_WINDOW_NW_SE) at (6, 2) &5433 00 16 ; sprite &16 (SCENERY_MANACLES) at (0, 0) &5435 24 16 ; sprite &16 (SCENERY_MANACLES) at (4, 2) &5437 48 16 ; sprite &16 (SCENERY_MANACLES) at (8, 4) &5439 0a 03 ; sprite &03 (SCENERY_SKELETON_SW_NE_TOP) at (a, 0) &543b 4a 04 ; sprite &04 (SCENERY_SKELETON_SW_NE_BOTTOM) at (a, 4) &543d 2d 17 ; sprite &17 (SCENERY_SKELETON_NW_SE) at (d, 2) &543f 7d 38 ; sprite &38 (SCENERY_BLACK_PLATE_NW_SE) at (d, 7) &5441 f8 22 ; sprite &22 (SCENERY_PLATE_LEFT) at (8, f) &5443 fa 23 ; sprite &23 (SCENERY_PLATE_RIGHT) at (a, f) &5445 7a 02 ; sprite &02 (SCENERY_SMALL_WINDOW_SW_NE) at (a, 7) &5447 ff ; room_type_10_data &5448 00 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (0, 0) &544a 30 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (0, 3) &544c 02 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 0) &544e 32 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 3) &5450 42 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 4) &5452 04 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 0) &5454 34 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 3) &5456 54 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (4, 5) &5458 06 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (6, 0) &545a 36 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (6, 3) &545c 66 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (6, 6) &545e 08 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 0) &5460 38 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 3) &5462 68 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 6) &5464 78 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (8, 7) &5466 0a 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (a, 0) &5468 3a 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (a, 3) &546a 6a 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (a, 6) &546c 8a 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (a, 8) &546e 0c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 0) &5470 3c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 3) &5472 6c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 6) &5474 9c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 9) &5476 f9 0e ; sprite &0e (SCENERY_BLACK_YELLOW_FLOOR_NW_SE_TOP) at (9, f) &5478 eb 0e ; sprite &0e (SCENERY_BLACK_YELLOW_FLOOR_NW_SE_TOP) at (b, e) &547a dd 0e ; sprite &0e (SCENERY_BLACK_YELLOW_FLOOR_NW_SE_TOP) at (d, d) &547c 0e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 0) &547e 3e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 3) &5480 6e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 6) &5482 9e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 9) &5484 ae 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, a) &5486 03 2c ; sprite &2c (SCENERY_HOLE_IN_YELLOW_WALL) at (3, 0) &5488 57 2c ; sprite &2c (SCENERY_HOLE_IN_YELLOW_WALL) at (7, 5) &548a 0d 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (d, 0) &548c 4d 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (d, 4) &548e 6d 2c ; sprite &2c (SCENERY_HOLE_IN_YELLOW_WALL) at (d, 6) &5490 7d 2c ; sprite &2c (SCENERY_HOLE_IN_YELLOW_WALL) at (d, 7) &5492 9d 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (d, 9) &5494 00 18 ; sprite &18 (SCENERY_BARRED_WINDOW_NW_SE_TWO) at (0, 0) &5496 24 18 ; sprite &18 (SCENERY_BARRED_WINDOW_NW_SE_TWO) at (4, 2) &5498 48 18 ; sprite &18 (SCENERY_BARRED_WINDOW_NW_SE_TWO) at (8, 4) &549a 6c 18 ; sprite &18 (SCENERY_BARRED_WINDOW_NW_SE_TWO) at (c, 6) &549c 54 2e ; sprite &2e (SCENERY_AXE_HORIZONTAL) at (4, 5) &549e 30 2e ; sprite &2e (SCENERY_AXE_HORIZONTAL) at (0, 3) &54a0 78 15 ; sprite &15 (SCENERY_BARREL) at (8, 7) &54a2 8a 15 ; sprite &15 (SCENERY_BARREL) at (a, 8) &54a4 92 07 ; sprite &07 (SCENERY_DIRT) at (2, 9) &54a6 c4 07 ; sprite &07 (SCENERY_DIRT) at (4, c) &54a8 d9 07 ; sprite &07 (SCENERY_DIRT) at (9, d) &54aa ca 07 ; sprite &07 (SCENERY_DIRT) at (a, c) &54ac 08 29 ; sprite &29 (SCENERY_CRACK_NW_SE_ONE) at (8, 0) &54ae 1a 2a ; sprite &2a (SCENERY_CRACK_NW_SE_TWO) at (a, 1) &54b0 2c 29 ; sprite &29 (SCENERY_CRACK_NW_SE_ONE) at (c, 2) &54b2 3e 29 ; sprite &29 (SCENERY_CRACK_NW_SE_ONE) at (e, 3) &54b4 b0 31 ; sprite &31 (SCENERY_CHAIR_TWO) at (0, b) &54b6 c2 31 ; sprite &31 (SCENERY_CHAIR_TWO) at (2, c) &54b8 d4 31 ; sprite &31 (SCENERY_CHAIR_TWO) at (4, d) &54ba e6 31 ; sprite &31 (SCENERY_CHAIR_TWO) at (6, e) &54bc d0 1c ; sprite &1c (SCENERY_LOW_TABLE_RIGHT) at (0, d) &54be f2 1b ; sprite &1b (SCENERY_LOW_TABLE_LEFT) at (2, f) &54c0 f4 1c ; sprite &1c (SCENERY_LOW_TABLE_RIGHT) at (4, f) &54c2 ff ; room_type_11_data &54c3 99 89 ; path &01 (PATH_SW_NE), direction 0, length 2 at (9, 9) &54c5 a9 a8 ; path &00 (PATH_NW_SE), direction 1, length 2 at (9, a) &54c7 9c 13 ; sprite &13 (SCENERY_BED_LEFT) at (c, 9) &54c9 9e 14 ; sprite &14 (SCENERY_BED_RIGHT) at (e, 9) &54cb f0 ce ; path &02 (PATH_NW_SE_TILES), direction 2, length 3 at (0, f) &54cd d0 39 ; sprite &39 (SCENERY_YELLOW_TRIANGLE) at (0, d) &54cf e2 39 ; sprite &39 (SCENERY_YELLOW_TRIANGLE) at (2, e) &54d1 f4 39 ; sprite &39 (SCENERY_YELLOW_TRIANGLE) at (4, f) &54d3 00 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (0, 0) &54d5 30 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (0, 3) &54d7 02 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 0) &54d9 32 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 3) &54db 42 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (2, 4) &54dd 04 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 0) &54df 34 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 3) &54e1 44 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 4) &54e3 06 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 0) &54e5 36 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 3) &54e7 08 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 0) &54e9 28 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 2) &54eb 0a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 0) &54ed 1a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 1) &54ef 0c 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (c, 0) &54f1 0e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 0) &54f3 03 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (3, 0) &54f5 43 32 ; sprite &32 (SCENERY_CRACKED_WALL_CORNER) at (3, 4) &54f7 c7 07 ; sprite &07 (SCENERY_DIRT) at (7, c) &54f9 b8 07 ; sprite &07 (SCENERY_DIRT) at (8, b) &54fb 85 07 ; sprite &07 (SCENERY_DIRT) at (5, 8) &54fd 6c 07 ; sprite &07 (SCENERY_DIRT) at (c, 6) &54ff ee 07 ; sprite &07 (SCENERY_DIRT) at (e, e) &5501 00 0f ; sprite &0f (SCENERY_BARRED_WINDOW_NW_SE) at (0, 0) &5503 12 0f ; sprite &0f (SCENERY_BARRED_WINDOW_NW_SE) at (2, 1) &5505 25 05 ; sprite &05 (SCENERY_LARGE_WINDOW_SW_NE) at (5, 2) &5507 09 05 ; sprite &05 (SCENERY_LARGE_WINDOW_SW_NE) at (9, 0) &5509 0c 10 ; sprite &10 (SCENERY_YELLOW_PLATE_SW_NE) at (c, 0) &550b 40 15 ; sprite &15 (SCENERY_BARREL) at (0, 4) &550d 60 15 ; sprite &15 (SCENERY_BARREL) at (0, 6) &550f 52 15 ; sprite &15 (SCENERY_BARREL) at (2, 5) &5511 80 15 ; sprite &15 (SCENERY_BARREL) at (0, 8) &5513 a2 07 ; sprite &07 (SCENERY_DIRT) at (2, a) &5515 ff ; room_type_12_data &5516 f9 89 ; path &01 (PATH_SW_NE), direction 0, length 2 at (9, f) &5518 ed 22 ; sprite &22 (SCENERY_PLATE_LEFT) at (d, e) &551a 00 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 0) &551c 30 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 3) &551e 60 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 6) &5520 90 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (0, 9) &5522 02 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 0) &5524 32 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 3) &5526 62 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 6) &5528 82 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (2, 8) &552a 04 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 0) &552c 34 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 3) &552e 64 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 6) &5530 74 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (4, 7) &5532 06 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 0) &5534 36 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 3) &5536 66 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (6, 6) &5538 08 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 0) &553a 38 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 3) &553c 58 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (8, 5) &553e 0a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 0) &5540 3a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 3) &5542 4a 00 ; sprite &00 (SCENERY_RED_BLACK_BRICK_WALL_SW_NE_BOTTOM) at (a, 4) &5544 0c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 0) &5546 3c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 3) &5548 4c 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (c, 4) &554a 0e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 0) &554c 3e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 3) &554e 5e 01 ; sprite &01 (SCENERY_YELLOW_RED_BRICK_WALL_NW_SE_BOTTOM) at (e, 5) &5550 1d 0f ; sprite &0f (SCENERY_BARRED_WINDOW_NW_SE) at (d, 1) &5552 5a 15 ; sprite &15 (SCENERY_BARREL) at (a, 5) &5554 6c 15 ; sprite &15 (SCENERY_BARREL) at (c, 6) &5556 7e 15 ; sprite &15 (SCENERY_BARREL) at (e, 7) &5558 9e 15 ; sprite &15 (SCENERY_BARREL) at (e, 9) &555a e2 07 ; sprite &07 (SCENERY_DIRT) at (2, e) &555c e4 07 ; sprite &07 (SCENERY_DIRT) at (4, e) &555e a6 07 ; sprite &07 (SCENERY_DIRT) at (6, a) &5560 bb 07 ; sprite &07 (SCENERY_DIRT) at (b, b) &5562 07 20 ; sprite &20 (SCENERY_LADDER_SW_NE) at (7, 0) &5564 47 20 ; sprite &20 (SCENERY_LADDER_SW_NE) at (7, 4) &5566 30 05 ; sprite &05 (SCENERY_LARGE_WINDOW_SW_NE) at (0, 3) &5568 14 05 ; sprite &05 (SCENERY_LARGE_WINDOW_SW_NE) at (4, 1) &556a 80 02 ; sprite &02 (SCENERY_SMALL_WINDOW_SW_NE) at (0, 8) &556c 64 02 ; sprite &02 (SCENERY_SMALL_WINDOW_SW_NE) at (4, 6) &556e 0a 04 ; sprite &04 (SCENERY_SKELETON_SW_NE_BOTTOM) at (a, 0) &5570 3a 02 ; sprite &02 (SCENERY_SMALL_WINDOW_SW_NE) at (a, 3) &5572 ff ; unused &5573 7f ; unused &5574 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5584 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5594 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_parts ; scenery_sprite_part_00 &55a0 b4 b4 87 2d e1 e1 c3 3c 87 2d e1 e1 c3 3c b4 b4 &55b0 e1 e1 c3 3c b4 b4 87 2d c3 3c b4 b4 87 2d e1 e1 ; scenery_sprite_part_01 &55c0 b4 b4 87 2d e1 e1 c3 0c 87 2d e1 e1 c3 0c 00 00 &55d0 e1 e1 c3 0c 00 00 00 00 c3 0c 00 00 00 00 00 00 ; scenery_sprite_part_02 &55e0 f3 fc fd fd f1 f4 f7 f7 f7 f7 f3 fc fd fd f1 f4 &55f0 f1 f4 f7 f7 f3 fc fd fd fd fd f1 f4 f7 f7 f3 fc ; scenery_sprite_part_03 &5600 f3 30 00 00 00 00 00 00 f7 f7 f3 30 00 00 00 00 &5610 f1 f4 f7 f7 f3 30 00 00 fd fd f1 f4 f7 f7 f3 30 ; scenery_sprite_part_04 &5620 00 00 00 00 01 01 01 01 00 00 33 ff ff 7f cf 0c &5630 33 ff ef ff cf 0c 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_05 &5640 00 00 00 11 57 37 13 13 00 00 88 00 88 08 00 00 &5650 33 57 3f 17 13 13 03 01 44 88 08 00 00 88 88 88 ; scenery_sprite_part_06 &5660 13 13 13 03 01 01 01 01 11 33 bf af bf bf 9f 9b &5670 89 cd 9d df df 9f 5f 9b 88 88 88 00 00 00 00 00 ; scenery_sprite_part_07 &5680 01 01 00 01 01 00 00 00 cf 5f cf bf 4f 3f 07 37 &5690 1b af df ae ce ae ce 8c 00 00 00 00 00 00 00 00 ; scenery_sprite_part_08 &56a0 00 00 00 00 00 00 00 00 07 13 03 33 07 37 77 3f &56b0 cc 8c ee 8e 6e ee ee 4c 00 00 00 00 00 00 00 00 ; scenery_sprite_part_09 &56c0 00 00 00 00 00 00 00 00 5f 2f 37 17 13 03 01 11 &56d0 2e 6e 3f 17 9b bb aa ae 00 00 00 00 00 00 00 00 ; scenery_sprite_part_0a &56e0 00 00 00 00 01 01 00 00 33 66 4c 8d 89 4d 4c 08 &56f0 44 4c cc 88 cc 6e 2e 04 00 00 00 00 00 00 00 00 ; scenery_sprite_part_0b &5700 00 00 00 01 03 03 27 27 01 07 1f df df df df df &5710 0e 0f 8f 8f af af af bf 00 00 08 0c 0c 0c 0e 0e ; scenery_sprite_part_0c &5720 27 27 27 6f 6f 6f 6f 6f df df df df df df df df &5730 bf bf bf bf bf bf bf bf 0e 0e 0e 0e 0e 0e 0e 0e ; scenery_sprite_part_0d &5740 6f 6f 6f 4f 0f 0f 0f 0c cf cf 0f 0f 0f 0c 00 00 &5750 0f 0f 0f 0c 00 00 00 00 0e 0c 00 00 00 00 00 00 ; scenery_sprite_part_0e &5760 04 07 07 07 07 07 07 07 00 00 0c cf df df df df &5770 00 00 00 00 0c 8f bf bf 00 00 00 00 00 00 0c 4f ; scenery_sprite_part_0f &5780 07 07 07 07 07 07 07 07 1f cf df df df df df df &5790 bf bf 3f 8f bf bf bf bf 6f 6f 6f 6f 2f 4f 6f 6f ; scenery_sprite_part_10 &57a0 07 03 00 00 00 00 00 00 1f 0f 0f 03 00 00 00 00 &57b0 bf bf 3f 0f 0f 03 00 00 6f 6f 6f 6f 2f 0f 0f 03 ; scenery_sprite_part_11 &57c0 00 00 00 00 01 01 01 01 01 03 03 0f c3 87 0f 0b &57d0 03 27 6d e1 e1 69 2d 07 00 00 00 00 00 00 00 00 ; scenery_sprite_part_12 &57e0 00 01 00 01 02 01 02 01 05 03 3f 37 7b 7b 7b fb &57f0 09 86 87 c7 e7 e7 e7 e7 00 08 00 08 03 53 2e 34 ; scenery_sprite_part_13 &5800 03 05 03 05 03 06 01 02 fb fb fb fb eb 4b 4b 06 &5810 e7 c7 c7 87 87 0e 08 04 0c 0e 09 0a 00 08 00 00 ; scenery_sprite_part_14 &5820 00 00 00 00 00 00 00 00 03 03 03 03 03 03 03 03 &5830 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_15 &5840 00 00 00 00 00 00 00 00 07 07 03 07 07 03 03 03 &5850 00 0c 0f 03 0c 0f 03 00 00 00 00 0c 08 00 0c 08 ; scenery_sprite_part_16 &5860 00 00 00 00 00 00 30 c3 00 00 00 00 30 c3 0f cf &5870 00 00 30 c3 0f cf 3f cf 30 c3 0f cf 3f cf 0f cf ; scenery_sprite_part_17 &5880 0f cf 3f cf 0f cf 3f cf 3f cf 0f cf 3f cf 0f cf &5890 0f cf 3f cf 0f cf 3f cf 3f cf 0f cf 3f cf 0f cf ; scenery_sprite_part_18 &58a0 00 00 21 01 43 03 43 83 87 2f 2f 2f 8f af af 2f &58b0 80 0c 9e 8e 8f 2f 8f af 00 00 00 00 80 00 80 40 ; scenery_sprite_part_19 &58c0 43 43 03 03 40 10 00 00 8f af af 2f 0f 03 50 20 &58d0 af 2f 8f af af 2f 0f 83 80 80 00 40 80 80 40 00 ; scenery_sprite_part_1a &58e0 00 00 00 00 01 01 01 01 00 00 33 ff af df bf ff &58f0 33 ff 9f bf ff df 5f ff 00 00 00 00 00 00 00 00 ; scenery_sprite_part_1b &5900 01 01 01 01 01 01 01 01 af 9f ff df 9f ff ce 08 &5910 df 3f 9f 7f ce 08 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_1c &5920 00 00 00 00 00 00 00 00 40 f0 b4 d2 a5 f0 96 e1 &5930 00 00 c0 f0 b4 d2 f0 96 00 00 00 00 08 80 84 84 ; scenery_sprite_part_1d &5940 00 00 00 00 00 00 00 00 b4 d2 70 61 30 01 00 00 &5950 a5 78 a5 78 d2 c3 34 01 84 84 84 84 84 84 0c 08 ; scenery_sprite_part_1e &5960 00 00 00 03 3c 4b 78 78 00 03 3c f0 f0 f0 3c c3 &5970 0c c3 f0 f0 f0 c3 2d 5a 00 00 0c c3 2d 4b a5 4b ; scenery_sprite_part_1f &5980 78 78 78 78 78 78 78 78 e1 e1 e1 e1 e1 e1 e1 e1 &5990 a5 5a a5 5a a5 5a a5 5a a5 4b a5 4b a5 4b a5 4b ; scenery_sprite_part_20 &59a0 78 78 78 78 3c 03 00 00 e1 e1 e1 e1 e1 e1 2d 03 &59b0 a5 5a a5 5a a5 4b 0c 00 a5 4b a5 4b 0c 00 00 00 ; scenery_sprite_part_21 &59c0 00 44 11 00 00 11 00 00 00 00 dd 22 00 22 44 44 &59d0 00 44 00 11 66 88 11 00 00 00 00 00 00 55 88 00 ; scenery_sprite_part_22 &59e0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 01 &59f0 00 00 00 00 00 01 06 08 00 00 00 05 06 0c 05 17 ; scenery_sprite_part_23 &5a00 00 09 0e 08 09 1f 3f 0f 07 09 01 17 6f bf ff df &5a10 01 17 6f bf ff ff ff ef 6f bf ff ff ff ef bf cf ; scenery_sprite_part_24 &5a20 0f 0e 0c 0c 00 00 00 00 3f 0f 03 01 00 00 00 00 &5a30 bf cf 0f 0e 0c 0c 0c 0c 0f 0c 00 00 00 00 00 00 ; scenery_sprite_part_25 &5a40 00 01 16 1a 01 17 6f bf 0c c3 f0 f0 78 9e ef bf &5a50 00 00 0c c3 f0 f0 78 9e 00 00 00 00 0c c2 2d 69 ; scenery_sprite_part_26 &5a60 ff ff ff ef bf cf 0f 0c ff ef bf cf 0f 0c 00 00 &5a70 ef cf 0f 0f 03 01 01 00 4a 0e 0c 08 08 08 08 00 ; scenery_sprite_part_27 &5a80 00 00 00 00 00 00 00 00 0c 0f 4f 0f 0f 03 00 00 &5a90 00 00 0c 0f 0f 2f 0f 03 00 00 00 00 00 00 00 00 ; scenery_sprite_part_28 &5aa0 00 00 00 01 13 03 13 07 00 03 3f ff ff ff 3f cf &5ab0 00 08 8e ef ff ef 9f 6f 00 00 00 00 08 08 08 0c ; scenery_sprite_part_29 &5ac0 25 16 25 5a 2d 4b 2d 4b 3f 4b 2d 69 a5 69 a5 69 &5ad0 8f 5a d2 d2 c3 e1 e1 e1 84 84 84 c2 c2 c2 c2 c2 ; scenery_sprite_part_2a &5ae0 2d 4b 2d 4b 2d 4b 25 16 e1 69 e1 69 e1 69 69 69 &5af0 e1 e1 e1 e1 e1 e1 c3 d2 c2 c2 c2 c2 c2 c2 c2 84 ; scenery_sprite_part_2b &5b00 25 16 03 03 03 01 00 00 69 69 a5 2d a5 2d 2d 03 &5b10 d2 d2 96 b4 b4 a5 87 0a 84 84 0c 0a 0d 0a 05 08 ; scenery_sprite_part_2c &5b20 01 01 01 00 00 00 00 00 08 0e 0e 0a 04 08 04 0c &5b30 00 00 00 03 03 03 02 01 00 00 00 00 0c 0c 0c 00 ; scenery_sprite_part_2d &5b40 00 00 00 00 00 00 00 00 0c 06 01 03 07 07 03 06 &5b50 00 00 01 09 0c 0c 0c 0d 00 00 00 08 08 08 08 08 ; scenery_sprite_part_2e &5b60 00 00 00 00 00 00 00 00 03 03 01 02 05 02 05 02 &5b70 0d 0b 07 0a 0a 0e 08 0e 08 00 00 00 00 00 00 00 ; scenery_sprite_part_2f &5b80 00 00 00 00 00 00 00 00 01 02 01 03 07 06 0d 0b &5b90 08 0c 08 0e 0e 0c 08 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_30 &5ba0 00 00 00 00 00 00 00 00 07 03 01 02 02 02 00 00 &5bb0 00 00 08 0c 06 02 02 02 00 00 00 00 00 00 00 00 ; scenery_sprite_part_31 &5bc0 00 01 02 01 05 12 0b 07 05 07 1e 3e 7e f2 f0 fc &5bd0 08 8e ef fe fe fe fe f2 00 04 00 0a 08 8c 8e 8d ; scenery_sprite_part_32 &5be0 0b 07 01 05 02 00 00 00 fe fe 7e 3e 1e 16 0b 00 &5bf0 f0 fc fe fe fe 7e 1e 0f ce c3 c2 cf 8e 8d 0a 04 ; scenery_sprite_part_33 &5c00 00 00 00 00 00 00 00 00 11 11 11 11 33 33 77 13 &5c10 00 00 00 00 88 88 cc 0c 00 00 00 00 00 00 00 00 ; scenery_sprite_part_34 &5c20 00 00 00 00 00 00 00 00 11 11 11 11 11 11 11 11 &5c30 08 08 08 08 08 08 08 08 00 00 00 00 00 00 00 00 ; scenery_sprite_part_35 &5c40 00 00 01 0f 03 01 00 00 00 02 0f 0f 0f 07 02 02 &5c50 00 08 08 0c 00 08 04 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_36 &5c60 00 01 03 25 16 27 17 27 07 0f 0f 0f 0f c3 3c 8f &5c70 0c 0f 0f 0f 1e 69 97 7f 00 00 08 84 0c 8c 8c 8c ; scenery_sprite_part_37 &5c80 17 27 17 27 13 03 01 00 7f bf 7f bf 5f af 5f 07 &5c90 ff ff ff ff ff ff cf 0c 8c 8c 8c 8c 08 08 00 00 ; scenery_sprite_part_38 &5ca0 00 00 00 03 2d 5a 0f 0f 00 03 2d 5a a5 5a a5 1e &5cb0 0c 4b a5 5a a5 5a a5 5a 00 00 0c 4b a5 5a a5 5a ; scenery_sprite_part_39 &5cc0 0f 0e 0e 0c 0c 0c 00 00 0f 0f 03 00 00 00 00 00 &5cd0 a5 1e 0f 0f 03 00 00 00 a5 5a a5 1e 0f 0f 03 00 ; scenery_sprite_part_3a &5ce0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5cf0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_3b &5d00 00 00 00 00 0c 4b a5 5a 00 00 00 00 00 00 0c 4b &5d10 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_3c &5d20 a5 5a a5 5a a5 1e 0f 0f a5 5a a5 5a a5 5a 2d 0f &5d30 0c 4b a5 5a a5 4b 87 0f 00 00 0c 4b 87 0f 0f 0f ; scenery_sprite_part_3d &5d40 03 00 00 00 00 00 00 00 0f 0f 07 07 03 03 03 03 &5d50 0f 0c 08 08 00 00 00 00 07 07 03 03 00 00 00 00 ; scenery_sprite_part_3e &5d60 00 00 00 00 00 00 00 00 01 01 12 34 34 37 35 37 &5d70 08 0e 87 c3 e1 e9 e9 ed 00 00 08 0e 0e 0e 0e 0e ; scenery_sprite_part_3f &5d80 00 00 00 00 00 00 00 00 7f 7f 37 17 27 37 03 00 &5d90 ed eb ff ff bf 2f 07 06 0e 0e 0e 0e 0c 0c 08 00 ; scenery_sprite_part_40 &5da0 01 01 01 03 03 03 03 07 09 09 0d 0e 0d 06 01 00 &5db0 08 0c 03 0f 0f 0f 0f 0f 00 0f 0f 0f 0f 0f 0f 0f ; scenery_sprite_part_41 &5dc0 07 07 06 06 06 0e 0e 0c 01 01 01 01 01 01 06 06 &5dd0 0f 0f 0f 4b 4b 4f 0f 0f 0f 0f 0f 87 87 8f 0f 0f ; scenery_sprite_part_42 &5de0 0c 0c 0c 0c 0c 0c 0c 0d 06 06 06 06 04 04 04 01 &5df0 2d 5a 07 07 07 0d 0c 06 87 4b 2d 0f 0f 0e 03 03 ; scenery_sprite_part_43 &5e00 0c 09 0a 01 0a 01 00 00 0a 05 0a 05 0a 05 0a 01 &5e10 08 05 0a 05 0a 05 0a 05 06 01 0a 05 0a 05 0a 04 ; scenery_sprite_part_44 &5e20 0f 0f 0f 0f 0f 0f 0f 0f 08 0f 0f 0c 0b 07 07 07 &5e30 00 09 0d 0d 03 0b 0b 0b 08 08 0c 0c 0e 0e 06 06 ; scenery_sprite_part_45 &5e40 0f 0f 0f 0f 0f 0f 0f 0f 07 0f 0d 0d 0d 0d 0e 0e &5e50 0f 0e 0e 0d 0d 0d 0e 0e 07 0b 0b 0b 0b 0b 03 03 ; scenery_sprite_part_46 &5e60 0f 0f 0f 0f 0e 01 02 05 0e 0e 0c 08 00 05 0a 05 &5e70 0e 0e 06 06 06 06 06 06 03 03 03 03 03 03 0b 03 ; scenery_sprite_part_47 &5e80 0a 05 0a 05 0a 05 08 00 0a 05 0a 05 0a 04 00 00 &5e90 06 06 06 06 06 06 06 04 0b 02 00 00 00 00 00 00 ; scenery_sprite_part_48 &5ea0 00 00 00 00 00 00 00 00 0c 0c 0c 0c 0f 0f 0c 0c &5eb0 03 03 03 0f 0f 03 03 03 00 00 00 00 00 00 00 00 ; scenery_sprite_part_49 &5ec0 00 00 00 00 00 00 33 77 00 00 01 02 33 ff cf 3c &5ed0 00 08 37 ff cf 3c f0 f0 33 ff ee 6e 6e 6e 6e 6e ; scenery_sprite_part_4a &5ee0 7f 37 3b 37 33 37 33 37 f0 f3 f3 d7 d7 f7 f3 f3 &5ef0 f8 fc 7c 7c f8 f8 f8 f8 6e 6e 6e 6e 6e 6e 6e 6e ; scenery_sprite_part_4b &5f00 33 37 33 37 33 37 33 37 e3 f3 f0 f4 f6 f3 f1 f2 &5f10 fa f2 f6 f4 f8 fe f6 f0 6e 6e 6e 6e 6e 6e 7f ff ; scenery_sprite_part_4c &5f20 33 37 33 37 3b 77 4e 05 f6 f4 f3 ff ce 05 0a 00 &5f30 f3 ff ce 05 0a 00 00 00 ce 05 0a 00 00 00 00 00 ; scenery_sprite_part_4d &5f40 00 00 00 03 37 0f 03 00 00 03 3f ff f7 fd 3f 0f &5f50 0c cf fb fe ff ff f7 fd 00 00 0c cf fb fe ff ff ; scenery_sprite_part_4e &5f60 00 00 00 00 00 00 00 00 03 00 00 00 00 00 00 00 &5f70 3f 0f 03 00 00 00 00 00 f7 fd 3f 0f 03 00 00 00 ; scenery_sprite_part_4f &5f80 00 00 00 00 0c cf fb fe 00 00 00 00 00 00 0c cf &5f90 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_50 &5fa0 ff ff f7 fd 3f 0f 03 00 fb fe ff ff f7 cf 0f 0c &5fb0 0c cf fb cf 0f 0c 00 00 00 00 08 0c 00 00 00 00 ; scenery_sprite_part_51 &5fc0 00 00 10 10 10 30 30 30 00 00 80 e0 f0 f0 f0 78 &5fd0 00 00 00 00 00 80 f3 f0 00 00 00 30 70 5a 3c b4 ; scenery_sprite_part_52 &5fe0 34 2d 0e 00 10 1e 0f 00 16 03 10 70 f0 f0 78 07 &5ff0 f0 78 f0 f0 e1 87 0e 0c 3c 1e 87 87 0c 08 00 00 ; scenery_sprite_part_53 &6000 00 00 01 93 d3 f3 e1 f0 00 08 0c 8c 0c 8c 8c 08 &6010 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_54 &6020 f0 87 0f 00 00 00 00 00 c0 f0 1e 03 00 00 00 00 &6030 00 00 e0 3f 07 00 00 00 00 00 00 00 08 00 00 00 ; scenery_sprite_part_55 &6040 00 00 00 00 00 00 03 3c 00 00 00 00 03 3c f0 f0 &6050 00 00 03 3e 96 f0 c3 3c 03 3c f0 f0 c3 3c f0 f0 ; scenery_sprite_part_56 &6060 03 00 00 00 00 00 00 00 c3 3c 03 00 00 00 00 00 &6070 f0 f0 c3 3c 03 00 00 00 c3 3c f0 f0 c3 3c 03 00 ; scenery_sprite_part_57 &6080 00 01 00 00 00 00 00 01 00 00 08 08 04 03 05 08 &6090 0c 04 0e 0f 09 08 08 08 00 02 0c 02 00 08 00 00 ; scenery_sprite_part_58 &60a0 00 0c c3 3c f0 f0 c3 3c 00 00 00 0c c3 3c f0 f0 &60b0 00 00 00 00 00 0c c3 3c 00 00 00 00 00 00 00 0c ; scenery_sprite_part_59 &60c0 f0 f0 c3 3c f0 f0 c3 0c c3 3c f0 f0 c3 0c 00 00 &60d0 f0 f0 c3 0c 00 00 00 00 c3 0c 00 00 00 00 00 00 ; scenery_sprite_part_5a &60e0 06 04 00 00 00 00 00 00 01 01 01 01 00 00 00 00 &60f0 08 08 00 08 0c 08 0c 06 00 00 00 00 00 00 00 00 ; scenery_sprite_part_5b &6100 00 00 00 01 01 01 00 00 37 7f 7f cf ef ff 7f 37 &6110 00 88 0e 0f 4f 8b 8b 01 00 00 00 00 00 00 08 08 ; scenery_sprite_part_5c &6120 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &6130 01 01 03 02 03 03 03 01 08 00 00 00 00 00 00 00 ; scenery_sprite_part_5d &6140 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &6150 03 03 03 03 02 03 03 07 00 00 00 00 00 00 00 00 ; scenery_sprite_part_5e &6160 00 00 00 00 00 00 00 00 00 00 00 00 00 11 11 11 &6170 06 06 06 06 ae 11 11 ff 00 00 00 00 00 00 00 00 ; scenery_sprite_part_5f &6180 08 04 04 03 00 00 00 00 00 00 08 04 03 04 00 00 &6190 00 00 00 00 00 09 06 00 00 00 00 00 00 02 0c 07 ; scenery_sprite_part_60 &61a0 08 06 01 00 00 00 00 00 00 08 04 04 03 04 00 00 &61b0 00 00 01 0a 06 04 03 00 00 00 00 00 00 08 04 03 ; scenery_sprite_part_61 &61c0 b4 b4 87 2d e1 e1 c3 3c 87 2d e1 87 c3 0f 87 0f &61d0 e1 2d 0f 1e 0f 0f 0f 0f c3 3c 96 b4 87 2d 4b 2d ; scenery_sprite_part_62 &61e0 a5 b4 87 2d c3 a5 c3 3c 87 0f 0f 0f 0f 0f 0f 0f &61f0 0f 0f 0f 0f 0f 0f 0f 0f 4b 2d 1e 2d 0f 2d 4b a5 ; scenery_sprite_part_63 &6200 b4 b4 87 2d c3 e1 c3 3c 87 0f c3 87 c3 2d 96 b4 &6210 0f 0f 0f 1e 1e 1e 0f 2d 4b 3c 96 3c 87 2d e1 69 ; scenery_sprite_part_64 &6220 f3 fc fd fd f1 f4 e7 f7 e7 87 c3 9e 0f 1e 2d 0f &6230 f1 b4 7f 5f b7 96 3d 87 fd fd f1 f4 f7 f7 f3 fc ; scenery_sprite_part_65 &6240 e3 cf ad cf a5 f4 d7 e7 69 0f a5 1e 2d 1e 2d 0f &6250 5b a5 69 87 a5 87 2d 87 7d bd 5b b4 5f b7 7b fc ; scenery_sprite_part_66 &6260 f3 ed fd fd f1 f4 f7 f7 2d 87 0f 9e 4f 8f c3 a5 &6270 69 96 4b 97 3f 96 3d 7d 7d fd f1 f4 f7 f7 f3 fc ; scenery_sprite_part_67 &6280 00 00 00 00 03 3c 4b 78 00 00 03 3c f0 f0 c3 3c &6290 03 3c f0 f0 c3 3c c3 1f 00 0c c3 2d c3 2f ef ef ; scenery_sprite_part_68 &62a0 78 78 78 78 78 78 78 78 87 b7 3f b7 b7 b7 b7 b7 &62b0 df df df df df df df de ef ef ef ef ef ef ef ef ; scenery_sprite_part_69 &62c0 78 78 78 78 78 78 78 78 b7 b7 b7 b7 b7 b7 b7 b7 &62d0 da db df df df df df df ef ef ef ef ef ef ef ef ; scenery_sprite_part_6a &62e0 78 78 78 78 78 3c 03 00 b7 b7 3f b7 87 b4 87 0c &62f0 df df cf 3c c3 0c 00 00 cf 2d c3 0c 00 00 00 00 ; scenery_sprite_part_6b &6300 01 01 00 00 00 00 00 00 08 0e 07 41 00 00 00 00 &6310 00 02 2f 1f 87 27 37 7f 00 00 00 08 08 0c 0c 08 ; scenery_sprite_part_6c &6320 00 00 00 00 00 00 00 00 00 01 01 01 00 00 00 00 &6330 7f ff f7 79 16 01 00 00 08 08 8c 8c 84 08 00 00 ; scenery_sprite_part_6d &6340 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &6350 00 00 00 00 00 01 13 27 00 00 00 00 00 08 8e 2f ; scenery_sprite_part_6e &6360 00 07 5b 69 69 69 07 00 07 7f ff ff ff ef 0f 78 &6370 7f bf ff ff df 2d 78 21 ce 0e ef 0e cb 2d 5a e0 ; scenery_sprite_part_6f &6380 6f 6f 6f 6f 6f 6f 6f 6f df df df df df df df df &6390 bf bf bf bf bf bf 8f 0f 0e 0e 0e 0e 0e 0e 0e 0e ; scenery_sprite_part_70 &63a0 01 01 01 01 00 00 00 00 0e 02 06 0e 0c 00 00 00 &63b0 02 01 03 07 06 04 07 03 00 00 00 08 08 08 08 00 ; scenery_sprite_part_71 &63c0 00 00 00 00 00 00 33 cc 00 00 00 00 33 cc 00 00 &63d0 00 00 33 cc 00 00 00 00 33 cc 00 00 00 00 00 00 ; scenery_sprite_part_72 &63e0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &63f0 0c 4b 3c 0b 08 0c 0b 08 00 00 0c 84 0c 04 04 0c ; scenery_sprite_part_73 &6400 00 00 00 00 00 00 00 00 00 03 3c 0f 0f 0b 08 08 &6410 0c c3 f0 c3 0f 0f 0f 0c 04 04 0c 0c 0c 0c 04 04 ; scenery_sprite_part_74 &6420 00 00 00 00 00 00 00 00 0b 0c 0b 08 08 08 00 00 &6430 0b 08 0b 0c 08 08 08 08 04 0c 04 04 04 04 00 00 ; scenery_sprite_part_75 &6440 00 00 00 01 00 00 00 00 00 00 00 00 08 0e 01 02 &6450 0c 04 0c 08 0c 0c 0c 0e 00 00 00 00 00 00 04 08 ; scenery_sprite_part_76 &6460 00 00 00 00 00 00 00 00 02 04 00 00 01 03 01 00 &6470 07 05 0c 0c 08 08 08 0c 00 00 08 06 01 00 00 00 ; scenery_sprite_part_77 &6480 0c 03 00 00 00 00 00 00 00 00 0c 03 00 00 00 00 &6490 00 00 00 00 0c 03 00 00 00 00 00 00 00 00 0c 03 ; scenery_sprite_part_78 # Unused &64a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &64b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; object_sprites ; object_sprite_00 (OBJECT_ROPE) &64c0 33 47 9d ab aa 8a 7f 07 cc 2e 9b 5d 55 9d 2b 46 ; object_sprite_01 (OBJECT_FLOWER) &64d0 00 33 13 01 11 23 46 8c 60 d0 a0 50 65 46 04 00 ; object_sprite_02 (OBJECT_GUN) &64e0 d0 f0 f0 c3 e1 c2 c0 0c 40 f1 4b 04 00 00 00 00 ; object_sprite_03 (OBJECT_BOTTLE) &64f0 00 66 f9 f9 f9 f9 6f 06 00 00 00 fe fe 0f 00 00 ; object_sprite_04 (OBJECT_KEY) &6500 00 00 00 ff 4f ee ae aa 22 57 55 af 5f 55 27 02 ; object_sprite_05 (OBJECT_CLAW) &6510 73 f1 f1 f1 f1 6b 06 00 cc ee ff ff 1f 11 32 20 ; object_sprite_06 (OBJECT_GLOVE) &6520 00 30 10 f0 10 70 10 30 10 b0 f0 e0 d0 e0 80 00 ; object_sprite_07 (OBJECT_AMULET) &6530 10 10 10 10 01 00 00 00 b0 1a 10 90 a1 7a 72 07 ; object_sprite_08 (OBJECT_APPLE) &6540 30 21 13 33 33 33 13 01 60 8e cc c8 e8 e8 c2 0c ; object_sprite_09 (OBJECT_SCROLL) &6550 33 22 11 11 33 33 88 77 ee 11 ee ee cc cc 22 cc ; object_sprite_0a (OBJECT_HINT) &6560 00 00 00 10 00 70 e0 00 00 00 80 a0 00 00 40 80 ; object_sprite_0b (OBJECT_WEAPON_BOMB) &6570 00 00 00 00 10 10 01 00 00 00 00 80 c0 c0 84 08 ; object_sprite_0c (OBJECT_WEAPON_STAR) &6580 00 00 11 01 33 23 02 00 00 00 88 aa ee 8e cc 0c ; object_sprite_0d (OBJECT_WEAPON_NUNCHAKU) &6590 00 00 00 00 03 37 07 07 00 00 00 0e ce 8e 0c 08 ; object_sprite_0e (OBJECT_WEAPON_SWORD) &65a0 00 55 37 57 05 00 00 00 00 00 00 88 cc 6e 37 03 ; object_sprite_0f (OBJECT_WEAPON_STICK) &65b0 00 00 00 10 30 61 c2 0c 30 61 c2 84 08 00 00 00 ; exits_destination_y &65c0 12 60 48 28 30 58 58 10 50 20 08 4c 20 50 08 50 &65d0 40 10 58 08 00 40 0c 44 08 08 60 14 50 24 50 58 &65e0 28 16 3c 24 50 4c 28 1c 4c 60 10 60 04 44 00 00 &65f0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; exits_destination_x &6600 1a 00 00 1a 00 1a 00 1a 00 1a 00 1a 1a 00 00 1a &6610 00 1a 1a 00 00 1a 1a 00 00 00 16 00 1a 00 1a 00 &6620 1a 02 11 00 1a 00 1a 00 1a 1a 00 00 1a 00 00 00 &6630 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; initial_player_x &6640 0c ; initial_player_y &6641 40 ; initial_player_direction &6642 01 ; unused &6643 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &6653 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &6663 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &6673 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &6683 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &6693 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &66a3 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &66b3 00 00 00 00 00 00 00 00 00 00 00 00 00 ; room_data_addresses_low ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &66c0 20 6f b8 13 6e d5 3c 9f ee 57 ca 2b 92 0b 6e dd ; &00 &66d0 48 c3 16 00 00 00 00 00 00 00 00 00 00 00 00 00 ; &10 ; room_data_addresses_high ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &66e0 4e 4e 4e 4f 4f 4f 50 50 50 51 51 52 52 53 53 53 ; &00 &66f0 54 54 55 00 00 00 00 00 00 00 00 00 00 00 00 00 ; &10 LEVEL_PALACE data ================= ; 5.LEVEL-A ; 000400 000400 000400 ; object &00 (&0540) room &01, x &7, y &6, OBJECT_ENEMY | ENEMY_FAST | ENEMY_SWORD ; object &01 (&0541) room &02, x &6, y &9, OBJECT_ENEMY | ENEMY_VERY_FAST | ENEMY_HANDS ; object &02 (&0542) room &03, x &7, y &9, OBJECT_ENEMY | ENEMY_FAST | ENEMY_STICK ; object &03 (&0543) room &04, x &b, y &c, OBJECT_APPLE ; object &04 (&0544) room &05, x &7, y &9, OBJECT_ENEMY | ENEMY_FAST | ENEMY_NUNCHAKU ; object &05 (&0545) room &06, x &d, y &4, OBJECT_ENEMY | ENEMY_VERY_FAST | ENEMY_HANDS ; object &06 (&0546) room &07, x &4, y &8, OBJECT_ENEMY | ENEMY_FAST | ENEMY_SWORD ; object &07 (&0547) room &08, x &6, y &5, OBJECT_ENEMY | ENEMY_FAST | ENEMY_STICK ; object &08 (&0548) room &09, x &7, y &7, OBJECT_ENEMY | ENEMY_FAST | ENEMY_SWORD ; object &09 (&0549) room &0c, x &a, y &8, OBJECT_ENEMY | ENEMY_VERY_FAST | ENEMY_HANDS ; object &0a (&054a) room &0d, x &c, y &0, OBJECT_HINT ; trigger &00 (&0510) room &04, x &1d, y &19, TRIGGER_PALACE # Enter palace door ; trigger &01 (&0511) room &04, x &1d, y &17, TRIGGER_PALACE ; trigger &02 (&0512) room &04, x &1d, y &15, TRIGGER_PALACE ; trigger &03 (&0513) room &04, x &1d, y &16, TRIGGER_PALACE ; trigger &04 (&0514) room &0b, x &ff, y &2e, TRIGGER_PALACE # Activate magic statue ; trigger &05 (&0515) room &0c, x &1a, y &ff, TRIGGER_CLAW # Check for ninja magic on deadly floor ; trigger &06 (&0516) room &0d, x &14, y &25, TRIGGER_MAGIC ; trigger &07 (&0517) room &0d, x &15, y &29, TRIGGER_MAGIC ; trigger &08 (&0518) room &0d, x &16, y &29, TRIGGER_MAGIC ; exits_room_and_position &0400 00 21 01 22 02 23 03 24 a4 25 05 26 87 27 28 a7 &0410 c9 89 2a a9 2b ab 2c 8b 2d e9 2e ff ff ff ff ff &0420 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &0430 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ; exits_destination_room &0440 21 40 02 41 03 62 04 43 05 64 26 45 44 28 07 09 &0450 67 2a 49 0b 69 0c 6b 2d 4b 0e 29 ff ff ff ff ff &0460 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &0470 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ; enemies_and_objects_types &0480 16 18 17 08 15 18 16 17 16 18 0a 00 00 00 00 00 &0490 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; rooms_visited &04a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &04b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; level_title_string &04c0 1c 03 09 0b 03 ; define text window x:(&03, &0b), y:(&03, &09) &04c5 11 80 ; COLOUR 128 &04c7 0c ; CLS &04c8 11 02 ; COLOUR 2 &04ca 1a ; restore default windows &04cb 1f 06 05 ; TAB(&06, &05) &04ce 54 48 45 ; "THE" &04d1 1f 06 06 ; TAB(&06, &06) &04d4 4c 41 53 54 20 ; "LAST " &04d9 1f 06 07 ; TAB(&06, &07) &04dc 4e 49 4e 4a 41 ; "NINJA" &04e1 0d ; title_screen_text_colours &04e2 02 00 03 03 03 03 03 03 03 03 03 03 03 00 01 01 ; unused &04f2 fd fe 20 ff fe ff 20 fe 20 fd 20 fe 20 0d ; triggers_x &0500 1d 1d 1d 1d ff 1a 14 15 16 00 00 00 00 00 00 00 ; triggers_room &0510 84 84 84 84 8b 4c 2d 2d 2d 1f 1f 1f 1f 1f 1f 1f ; enemies_and_objects_locations &0520 67 96 97 cb 97 4d 84 56 77 8a 0c ff ff ff ff ff &0530 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ; enemies_and_objects_rooms &0540 01 02 03 04 05 06 07 08 09 0c 0d 1f 1f 1f 1f 1f &0550 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f ; player_back_buffer &0560 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0570 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0580 0c 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0590 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05c0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05d0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05e0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; enemy_or_object_back_buffer &05f0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0600 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0610 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0620 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0630 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0640 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0650 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0660 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0670 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; dragon_breath_sprite &0680 00 00 00 77 fc 11 00 00 00 00 fa f0 f0 fc 73 00 &0690 00 f2 f7 fd f3 f5 fb 10 76 cc ea 80 cc c4 f7 ba &06a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &06b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; triggers_y &06c0 19 17 15 16 2e ff 25 29 29 0f 0f 0f 0f 0f 0f 0f ; find_sprite &06d0 ff 74 66 74 64 64 20 00 55 f5 75 75 75 75 20 00 &06e0 bb d5 d5 f5 f5 f5 a0 00 88 c4 e4 e4 e4 ec c0 00 ; suggested_objects # Unused, copy of &06f0 - &06f7 from 3.LEVEL-A &06f0 0c 01 07 08 0c 01 07 08 ; unused &06f8 0c 01 07 08 0c 01 07 08 ; sprite &00 : part_00 part_00 part_00 part_00 ; SCENERY_YELLOW_BLACK_PILLAR ; sprite &01 : part_00 part_00 part_00 part_01 ; SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_NW_SE ; sprite &02 : part_00 part_00 part_00 part_02 ; SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_SW_NE ; sprite &03 : part_03 part_03 part_03 part_03 ; SCENERY_RED_WALL ; sprite &04 : part_03 part_03 part_03 part_04 ; SCENERY_RED_WALL_BOTTOM_NW_SE ; sprite &05 : part_03 part_03 part_03 part_05 ; SCENERY_RED_WALL_BOTTOM_SW_NE ; sprite &06 : part_06 part_06 part_06 part_06 ; SCENERY_YELLOW_WALL ; sprite &07 : part_06 part_06 part_06 part_7e ; SCENERY_YELLOW_WALL_BOTTOM_SW_NE ; sprite &08 : part_06 part_06 part_06 part_7c ; SCENERY_YELLOW_WALL_BOTTOM_NW_SE ; sprite &09 : part_09 part_0a ; SCENERY_WINDOWS_SW_NE ; sprite &0a : part_0b part_0c ; SCENERY_WINDOWS_NW_SE ; sprite &0b : part_0d part_0e ; SCENERY_BUSH_ONE_LEFT ; sprite &0c : part_0f part_10 ; SCENERY_BUSH_ONE_RIGHT ; sprite &0d : part_11 part_12 part_13 ; SCENERY_TREE_ONE_BOTTOM ; sprite &0e : part_15 part_16 part_17 ; SCENERY_TREE_ONE_TOP ; sprite &0f : part_18 part_19 ; SCENERY_FENCE_SW_NE ; sprite &10 : part_1a part_1b ; SCENERY_BUSH_TWO ; sprite &11 : part_1c part_1d part_1e ; SCENERY_TREE_TWO ; sprite &12 : part_1f part_20 part_21 ; SCENERY_TREE_THREE ; sprite &13 : part_23 part_24 ; SCENERY_WELL ; sprite &14 : part_25 ; SCENERY_SMALL_ROCK ; sprite &15 : part_26 part_27 part_28 ; SCENERY_CART_LEFT ; sprite &16 : part_29 part_2a part_2b ; SCENERY_CART_RIGHT ; sprite &17 : part_2c part_2d ; SCENERY_WHEEL_LEFT ; sprite &18 : part_2e part_2f ; SCENERY_WHEEL_RIGHT ; sprite &19 : part_30 part_31 part_32 part_33 ; SCENERY_BULL_LEFT ; sprite &1a : part_34 part_35 part_36 part_37 ; SCENERY_BULL_RIGHT ; sprite &1b : part_38 part_39 ; SCENERY_LOGS ; sprite &1c : part_3a part_3b ; SCENERY_TREE_FOUR ; sprite &1d : part_03 part_03 part_3c part_04 ; SCENERY_RED_WALL_BOTTOM_NW_SE_WITH_HANDLE ; sprite &1e : part_3d part_3e ; SCENERY_YELLOW_PLATE_NW_SE ; sprite &1f : part_3f part_40 ; SCENERY_YELLOW_STRIPS_NW_SE ; sprite &20 : part_41 part_42 part_43 ; SCENERY_POT_ONE ; sprite &21 : part_44 part_45 part_46 ; SCENERY_BRAZIER ; sprite &22 : part_47 part_48 part_49 part_4a ; SCENERY_POT_TWO ; sprite &23 : part_4b part_4c part_4d part_4e ; SCENERY_DRAGON_STATUE ; sprite &24 : part_4f part_4f part_4f part_76 ; SCENERY_PATTERNED_WALL_BOTTOM_SW_NE ; sprite &25 : part_4f part_4f part_4f part_50 ; SCENERY_PATTERNED_WALL_BOTTOM_NW_SE ; sprite &26 : part_51 part_51 part_51 part_51 ; SCENERY_VERTICAL_LINE ; sprite &27 : part_52 part_53 part_54 ; SCENERY_CHEST_LEFT ; sprite &28 : part_55 part_56 part_57 ; SCENERY_CHEST_RIGHT ; sprite &29 : part_58 part_58 part_58 part_58 ; SCENERY_DITHERED_WALL ; sprite &2a : part_59 part_5a ; SCENERY_YELLOW_SYMBOL ; sprite &2b : part_5b part_5c ; SCENERY_PLANT_IN_BOX ; sprite &2c : part_5d part_5e part_51 part_5f ; SCENERY_CANDLESTICK ; sprite &2d : part_60 part_61 ; SCENERY_PLANK_LEFT ; sprite &2e : part_62 part_63 ; SCENERY_PLANK_RIGHT ; sprite &2f : part_64 part_65 part_65 part_66 ; SCENERY_WINDOW_NW_SE ; sprite &30 : part_67 part_68 part_69 part_6a ; SCENERY_BOX_LEFT ; sprite &31 : part_6b part_6c part_6d part_6e ; SCENERY_BOX_RIGHT ; sprite &32 : part_6f part_6f part_6f part_70 ; SCENERY_DRAPE_NW_SE_BOTTOM ; sprite &33 : part_7c ; SCENERY_PATH_BOTTOM_LEFT_ONE ; sprite &34 : part_7d part_7c ; SCENERY_PATH_BOTTOM_LEFT_TWO ; sprite &35 : part_7d part_7e ; SCENERY_PATH_BOTTOM_RIGHT_TWO ; sprite &36 : part_7e ; SCENERY_PATH_BOTTOM_RIGHT_ONE ; sprite &37 : part_71 part_72 ; SCENERY_SEAT_LEFT ; sprite &38 : part_73 part_74 ; SCENERY_SEAT_RIGHT ; sprite &39 : part_75 ; SCENERY_BALL_AND_POSTS ; sprite &3a : part_77 part_78 part_14 part_22 ; SCENERY_SWORD_STATUE_TOP ; sprite &3b : part_07 part_08 ; SCENERY_SWORD_STATUE_BOTTOM ; sprite &3c : part_7b ; SCENERY_PATH_TOP_LEFT_ONE ; sprite &3d : part_7b part_7d ; SCENERY_PATH_TOP_LEFT_TWO ; sprite &3e : part_7a part_7d ; SCENERY_PATH_TOP_RIGHT_TWO ; sprite &3f ; part_7a ; SCENERY_PATH_TOP_RIGHT_ONE ; scenery_sprites_parts_table ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &0700 00 00 00 03 03 03 06 06 06 09 0b 0d 0f 11 15 18 ; &00 &0710 1a 1c 1f 23 25 26 29 2c 2e 30 34 38 3a 03 3d 3f ; &10 &0720 41 44 47 4b 4f 4f 51 52 55 58 59 5b 5d 60 62 64 ; &20 &0730 67 6b 6f 7c 7d 7d 7e 71 73 75 77 07 7b 7b 7a 7a ; &30 &0740 00 00 00 03 03 03 06 06 06 0a 0c 0e 10 12 16 19 ; &40 &0750 1b 1d 20 24 ff 27 2a 2d 2f 31 35 39 3b 03 3e 40 ; &50 &0760 42 45 48 4c 4f 4f 51 53 56 58 5a 5c 5e 61 63 65 ; &60 &0770 68 6c 6f ff 7c 7e ff 72 74 ff 78 08 ff 7d 7d ff ; &70 &0780 00 00 00 03 03 03 06 06 06 ff ff ff ff 13 17 ff ; &80 &0790 ff 1e 21 ff ff 28 2b ff ff 32 36 ff ff 3c ff ff ; &90 &07a0 43 46 49 4d 4f 4f 51 54 57 58 ff ff 51 ff ff 65 ; &a0 &07b0 69 6d 6f ff ff ff ff ff ff ff 14 ff ff ff ff ff ; &b0 &07c0 00 01 02 03 04 05 06 7e 7c ff ff ff ff ff ff ff ; &c0 &07d0 ff ff ff ff ff ff ff ff ff 33 37 ff ff 04 ff ff ; &d0 &07e0 ff ff 4a 4e 76 50 51 ff ff 58 ff ff 5f ff ff 66 ; &e0 &07f0 6a 6e 70 ff ff ff ff ff ff ff 22 ff ff ff ff ff ; &f0 ; 5.LEVEL-B ; 004c20 004c20 001ae0 ; path_sprite_0 # NW to SE path &4c20 ff 33 00 00 00 00 00 00 ff ff ff 33 00 00 00 00 &4c30 ff ff ff ff ff 33 00 00 ff ff ff ff ff ff ff 33 &4c40 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c50 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c60 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c70 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c80 00 cc ff ff ff ff ff ff 00 00 00 cc ff ff ff ff &4c90 00 00 00 00 00 cc ff ff 00 00 00 00 00 00 00 cc ; path_sprite_1 # SW to NE path &4ca0 00 00 00 00 00 00 33 ff 00 00 00 00 33 ff ff ff &4cb0 00 00 33 ff ff ff ff ff 33 ff ff ff ff ff ff ff &4cc0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4cd0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4ce0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4cf0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4d00 ff ff ff ff ff ff cc 00 ff ff ff ff cc 00 00 00 &4d10 ff ff cc 00 00 00 00 00 cc 00 00 00 00 00 00 00 ; path_sprite_2 # SW to NE striped path &4d20 00 00 00 00 00 00 03 3c 00 00 00 00 03 3c ff f0 &4d30 00 00 03 3c ff f0 ff f0 03 3c ff f0 ff f0 ff f0 &4d40 ff f0 ff f0 ff f0 ff f0 ff f0 ff f0 ff f0 ff f0 &4d50 ff f0 ff f0 ff f0 ff f0 ff f0 ff f0 ff f0 ff f0 &4d60 ff f0 ff f0 ff f0 ff f0 ff f0 ff f0 ff f0 ff f0 &4d70 ff f0 ff f0 ff f0 ff f0 ff f0 ff f0 ff f0 ff f0 &4d80 ff f0 ff f0 ff f0 ff c0 ff f0 ff f0 ff c0 00 00 &4d90 ff f0 ff c0 00 00 00 00 ff c0 00 00 00 00 00 00 ; path_obstacle_values &4da0 00 ; OBSTACLE_NONE &4da1 00 ; OBSTACLE_NONE &4da2 00 ; OBSTACLE_NONE ; passable_scenery_sprite_parts &4da3 79 79 7a 7b 7c 7d 7e 7f 79 79 79 79 79 ; room_types ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &4db0 00 01 02 03 04 05 06 07 08 09 0a 0b 0c 0d 0e 0f ; &00 # Only rooms &00 - &0e used &4dc0 0f 0b 10 11 12 13 14 15 16 00 00 00 00 00 00 00 ; &10 ; title_screen_string_one &4dd0 1f 00 0b ; TAB(&00, &0b) &4dd3 11 81 ; COLOUR 129 &4dd5 43 2e 31 39 38 38 20 53 55 50 45 52 49 4f 52 ; "C.1988 SUPERIOR" &4de4 0d ; unused &4de5 0d 0d 0d ; title_screen_string_two &4de8 1f 00 0b ; TAB(&00, &0b) &4deb 11 81 ; COLOUR 129 &4ded 62 79 20 20 50 45 54 45 52 20 53 43 4f 54 54 ; "by PETER SCOTT" &4dfc 0d ; unused &4dfe 0d 0d 0d ; title_screen_string_three &4e00 1f 00 0b ; TAB(&00, &0b) &4e03 11 81 ; COLOUR 129 &4e05 66 6f 72 20 44 59 4c 41 4e 20 47 41 4d 45 53 ; "for DYLAN GAMES" &4e14 0d ; unused &4e15 0d 0d 0d 00 00 00 00 00 00 00 00 ; room_type_00_data &4e20 f0 9d ; path &01 (PATH_SW_NE), direction 0, length 7 at (0, f) &4e22 f2 99 ; path &01 (PATH_SW_NE), direction 0, length 6 at (2, f) &4e24 f9 0d ; sprite &0d (SCENERY_TREE_ONE_BOTTOM) at (9, f) &4e26 ea 0e ; sprite &0e (SCENERY_TREE_ONE_TOP) at (a, e) &4e28 eb 0e ; sprite &0e (SCENERY_TREE_ONE_TOP) at (b, e) &4e2a fd 1c ; sprite &1c (SCENERY_TREE_FOUR) at (d, f) &4e2c ee 1c ; sprite &1c (SCENERY_TREE_FOUR) at (e, e) &4e2e 00 06 ; sprite &06 (SCENERY_YELLOW_WALL) at (0, 0) &4e30 02 06 ; sprite &06 (SCENERY_YELLOW_WALL) at (2, 0) &4e32 40 06 ; sprite &06 (SCENERY_YELLOW_WALL) at (0, 4) &4e34 42 06 ; sprite &06 (SCENERY_YELLOW_WALL) at (2, 4) &4e36 70 06 ; sprite &06 (SCENERY_YELLOW_WALL) at (0, 7) &4e38 72 06 ; sprite &06 (SCENERY_YELLOW_WALL) at (2, 7) &4e3a b0 07 ; sprite &07 (SCENERY_YELLOW_WALL_BOTTOM_SW_NE) at (0, b) &4e3c a2 07 ; sprite &07 (SCENERY_YELLOW_WALL_BOTTOM_SW_NE) at (2, a) &4e3e 00 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (0, 0) &4e40 40 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (0, 4) &4e42 80 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (0, 8) &4e44 b0 02 ; sprite &02 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_SW_NE) at (0, b) &4e46 04 03 ; sprite &03 (SCENERY_RED_WALL) at (4, 0) &4e48 06 03 ; sprite &03 (SCENERY_RED_WALL) at (6, 0) &4e4a 08 03 ; sprite &03 (SCENERY_RED_WALL) at (8, 0) &4e4c 0a 03 ; sprite &03 (SCENERY_RED_WALL) at (a, 0) &4e4e 0c 03 ; sprite &03 (SCENERY_RED_WALL) at (c, 0) &4e50 0e 03 ; sprite &03 (SCENERY_RED_WALL) at (e, 0) &4e52 44 03 ; sprite &03 (SCENERY_RED_WALL) at (4, 4) &4e54 46 03 ; sprite &03 (SCENERY_RED_WALL) at (6, 4) &4e56 64 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (4, 6) &4e58 56 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (6, 5) &4e5a 48 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (8, 4) &4e5c 3a 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (a, 3) &4e5e 2c 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (c, 2) &4e60 1e 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (e, 1) &4e62 04 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (4, 0) &4e64 44 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (4, 4) &4e66 64 02 ; sprite &02 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_SW_NE) at (4, 6) &4e68 08 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (8, 0) &4e6a 48 02 ; sprite &02 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_SW_NE) at (8, 4) &4e6c 0c 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (c, 0) &4e6e 2c 02 ; sprite &02 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_SW_NE) at (c, 2) &4e70 b5 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (5, b) &4e72 a7 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (7, a) &4e74 99 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (9, 9) &4e76 8b 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (b, 8) &4e78 7d 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (d, 7) &4e7a b4 0d ; sprite &0d (SCENERY_TREE_ONE_BOTTOM) at (4, b) &4e7c 61 09 ; sprite &09 (SCENERY_WINDOWS_SW_NE) at (1, 6) &4e7e 45 09 ; sprite &09 (SCENERY_WINDOWS_SW_NE) at (5, 4) &4e80 29 09 ; sprite &09 (SCENERY_WINDOWS_SW_NE) at (9, 2) &4e82 0d 09 ; sprite &09 (SCENERY_WINDOWS_SW_NE) at (d, 0) &4e84 85 10 ; sprite &10 (SCENERY_BUSH_TWO) at (5, 8) &4e86 69 10 ; sprite &10 (SCENERY_BUSH_TWO) at (9, 6) &4e88 4d 10 ; sprite &10 (SCENERY_BUSH_TWO) at (d, 4) &4e8a e1 0b ; sprite &0b (SCENERY_BUSH_ONE_LEFT) at (1, e) &4e8c e3 0c ; sprite &0c (SCENERY_BUSH_ONE_RIGHT) at (3, e) &4e8e ff ; room_type_01_data &4e8f b4 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (4, b) &4e91 b2 ed ; path &01 (PATH_SW_NE), direction 3, length 3 at (2, b) &4e93 a4 95 ; path &01 (PATH_SW_NE), direction 0, length 5 at (4, a) &4e95 a6 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (6, a) &4e97 00 03 ; sprite &03 (SCENERY_RED_WALL) at (0, 0) &4e99 02 03 ; sprite &03 (SCENERY_RED_WALL) at (2, 0) &4e9b 04 03 ; sprite &03 (SCENERY_RED_WALL) at (4, 0) &4e9d 06 03 ; sprite &03 (SCENERY_RED_WALL) at (6, 0) &4e9f 08 03 ; sprite &03 (SCENERY_RED_WALL) at (8, 0) &4ea1 0a 03 ; sprite &03 (SCENERY_RED_WALL) at (a, 0) &4ea3 0c 03 ; sprite &03 (SCENERY_RED_WALL) at (c, 0) &4ea5 0e 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (e, 0) &4ea7 40 03 ; sprite &03 (SCENERY_RED_WALL) at (0, 4) &4ea9 42 03 ; sprite &03 (SCENERY_RED_WALL) at (2, 4) &4eab 44 03 ; sprite &03 (SCENERY_RED_WALL) at (4, 4) &4ead 46 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (6, 4) &4eaf 38 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (8, 3) &4eb1 2a 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (a, 2) &4eb3 1c 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (c, 1) &4eb5 54 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (4, 5) &4eb7 62 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (2, 6) &4eb9 70 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (0, 7) &4ebb 00 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (0, 0) &4ebd 40 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (0, 4) &4ebf 70 02 ; sprite &02 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_SW_NE) at (0, 7) &4ec1 04 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (4, 0) &4ec3 44 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (4, 4) &4ec5 54 02 ; sprite &02 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_SW_NE) at (4, 5) &4ec7 08 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (8, 0) &4ec9 38 02 ; sprite &02 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_SW_NE) at (8, 3) &4ecb 0c 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (c, 0) &4ecd 1c 02 ; sprite &02 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_SW_NE) at (c, 1) &4ecf 83 10 ; sprite &10 (SCENERY_BUSH_TWO) at (3, 8) &4ed1 58 0d ; sprite &0d (SCENERY_TREE_ONE_BOTTOM) at (8, 5) &4ed3 67 10 ; sprite &10 (SCENERY_BUSH_TWO) at (7, 6) &4ed5 4b 10 ; sprite &10 (SCENERY_BUSH_TWO) at (b, 4) &4ed7 b0 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (0, b) &4ed9 a2 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (2, a) &4edb 94 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (4, 9) &4edd 86 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (6, 8) &4edf 78 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (8, 7) &4ee1 6a 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (a, 6) &4ee3 5c 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (c, 5) &4ee5 4e 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (e, 4) &4ee7 e5 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (5, e) &4ee9 d7 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (7, d) &4eeb c9 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (9, c) &4eed bb 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (b, b) &4eef ad 0b ; sprite &0b (SCENERY_BUSH_ONE_LEFT) at (d, a) &4ef1 ad 0d ; sprite &0d (SCENERY_TREE_ONE_BOTTOM) at (d, a) &4ef3 f8 12 ; sprite &12 (SCENERY_TREE_THREE) at (8, f) &4ef5 ea 0e ; sprite &0e (SCENERY_TREE_ONE_TOP) at (a, e) &4ef7 db 0e ; sprite &0e (SCENERY_TREE_ONE_TOP) at (b, d) &4ef9 fb 0e ; sprite &0e (SCENERY_TREE_ONE_TOP) at (b, f) &4efb dd 11 ; sprite &11 (SCENERY_TREE_TWO) at (d, d) &4efd 61 09 ; sprite &09 (SCENERY_WINDOWS_SW_NE) at (1, 6) &4eff 45 09 ; sprite &09 (SCENERY_WINDOWS_SW_NE) at (5, 4) &4f01 29 09 ; sprite &09 (SCENERY_WINDOWS_SW_NE) at (9, 2) &4f03 0d 09 ; sprite &09 (SCENERY_WINDOWS_SW_NE) at (d, 0) &4f05 ff ; room_type_02_data &4f06 f7 dc ; path &00 (PATH_NW_SE), direction 2, length 7 at (7, f) &4f08 f5 d8 ; path &00 (PATH_NW_SE), direction 2, length 6 at (5, f) &4f0a 00 03 ; sprite &03 (SCENERY_RED_WALL) at (0, 0) &4f0c 02 03 ; sprite &03 (SCENERY_RED_WALL) at (2, 0) &4f0e 04 03 ; sprite &03 (SCENERY_RED_WALL) at (4, 0) &4f10 06 03 ; sprite &03 (SCENERY_RED_WALL) at (6, 0) &4f12 08 03 ; sprite &03 (SCENERY_RED_WALL) at (8, 0) &4f14 0a 03 ; sprite &03 (SCENERY_RED_WALL) at (a, 0) &4f16 0c 03 ; sprite &03 (SCENERY_RED_WALL) at (c, 0) &4f18 0e 03 ; sprite &03 (SCENERY_RED_WALL) at (e, 0) &4f1a 46 03 ; sprite &03 (SCENERY_RED_WALL) at (6, 4) &4f1c 48 03 ; sprite &03 (SCENERY_RED_WALL) at (8, 4) &4f1e 4a 03 ; sprite &03 (SCENERY_RED_WALL) at (a, 4) &4f20 4c 03 ; sprite &03 (SCENERY_RED_WALL) at (c, 4) &4f22 4e 03 ; sprite &03 (SCENERY_RED_WALL) at (e, 4) &4f24 8e 03 ; sprite &03 (SCENERY_RED_WALL) at (e, 8) &4f26 20 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (0, 2) &4f28 32 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (2, 3) &4f2a 44 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (4, 4) &4f2c 56 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (6, 5) &4f2e 68 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (8, 6) &4f30 7a 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (a, 7) &4f32 8c 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (c, 8) &4f34 8c 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (c, 8) &4f36 9e 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (e, 9) &4f38 00 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (0, 0) &4f3a 04 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (4, 0) &4f3c 08 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (8, 0) &4f3e 0c 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (c, 0) &4f40 20 01 ; sprite &01 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_NW_SE) at (0, 2) &4f42 44 01 ; sprite &01 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_NW_SE) at (4, 4) &4f44 48 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (8, 4) &4f46 68 02 ; sprite &02 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_SW_NE) at (8, 6) &4f48 4c 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (c, 4) &4f4a 8c 02 ; sprite &02 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_SW_NE) at (c, 8) &4f4c e0 0c ; sprite &0c (SCENERY_BUSH_ONE_RIGHT) at (0, e) &4f4e e2 13 ; sprite &13 (SCENERY_WELL) at (2, e) &4f50 f1 10 ; sprite &10 (SCENERY_BUSH_TWO) at (1, f) &4f52 f4 10 ; sprite &10 (SCENERY_BUSH_TWO) at (4, f) &4f54 61 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (1, 6) &4f56 63 10 ; sprite &10 (SCENERY_BUSH_TWO) at (3, 6) &4f58 81 14 ; sprite &14 (SCENERY_SMALL_ROCK) at (1, 8) &4f5a 84 17 ; sprite &17 (SCENERY_WHEEL_LEFT) at (4, 8) &4f5c 86 18 ; sprite &18 (SCENERY_WHEEL_RIGHT) at (6, 8) &4f5e 97 10 ; sprite &10 (SCENERY_BUSH_TWO) at (7, 9) &4f60 a6 0b ; sprite &0b (SCENERY_BUSH_ONE_LEFT) at (6, a) &4f62 a8 0c ; sprite &0c (SCENERY_BUSH_ONE_RIGHT) at (8, a) &4f64 b8 10 ; sprite &10 (SCENERY_BUSH_TWO) at (8, b) &4f66 ba 15 ; sprite &15 (SCENERY_CART_LEFT) at (a, b) &4f68 bc 16 ; sprite &16 (SCENERY_CART_RIGHT) at (c, b) &4f6a ce 12 ; sprite &12 (SCENERY_TREE_THREE) at (e, c) &4f6c ff ; room_type_03_data &4f6d d2 d0 ; path &00 (PATH_NW_SE), direction 2, length 4 at (2, d) &4f6f d4 d4 ; path &00 (PATH_NW_SE), direction 2, length 5 at (4, d) &4f71 d4 95 ; path &01 (PATH_SW_NE), direction 0, length 5 at (4, d) &4f73 d6 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (6, d) &4f75 e4 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (4, e) &4f77 e6 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (6, e) &4f79 e8 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (8, e) &4f7b ea 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (a, e) &4f7d 00 03 ; sprite &03 (SCENERY_RED_WALL) at (0, 0) &4f7f 02 03 ; sprite &03 (SCENERY_RED_WALL) at (2, 0) &4f81 04 03 ; sprite &03 (SCENERY_RED_WALL) at (4, 0) &4f83 06 03 ; sprite &03 (SCENERY_RED_WALL) at (6, 0) &4f85 08 03 ; sprite &03 (SCENERY_RED_WALL) at (8, 0) &4f87 0a 03 ; sprite &03 (SCENERY_RED_WALL) at (a, 0) &4f89 0c 03 ; sprite &03 (SCENERY_RED_WALL) at (c, 0) &4f8b 0e 03 ; sprite &03 (SCENERY_RED_WALL) at (e, 0) &4f8d 10 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (0, 1) &4f8f 22 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (2, 2) &4f91 34 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (4, 3) &4f93 46 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (6, 4) &4f95 48 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (8, 4) &4f97 3a 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (a, 3) &4f99 2c 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (c, 2) &4f9b 1e 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (e, 1) &4f9d 00 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (0, 0) &4f9f 10 01 ; sprite &01 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_NW_SE) at (0, 1) &4fa1 04 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (4, 0) &4fa3 34 01 ; sprite &01 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_NW_SE) at (4, 3) &4fa5 08 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (8, 0) &4fa7 48 02 ; sprite &02 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_SW_NE) at (8, 4) &4fa9 0c 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (c, 0) &4fab 2c 02 ; sprite &02 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_SW_NE) at (c, 2) &4fad d1 12 ; sprite &12 (SCENERY_TREE_THREE) at (1, d) &4faf e3 0e ; sprite &0e (SCENERY_TREE_ONE_TOP) at (3, e) &4fb1 f4 0e ; sprite &0e (SCENERY_TREE_ONE_TOP) at (4, f) &4fb3 f9 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (9, f) &4fb5 eb 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (b, e) &4fb7 ed 1c ; sprite &1c (SCENERY_TREE_FOUR) at (d, e) &4fb9 de 11 ; sprite &11 (SCENERY_TREE_TWO) at (e, d) &4fbb 40 10 ; sprite &10 (SCENERY_BUSH_TWO) at (0, 4) &4fbd 61 1b ; sprite &1b (SCENERY_LOGS) at (1, 6) &4fbf 70 13 ; sprite &13 (SCENERY_WELL) at (0, 7) &4fc1 53 10 ; sprite &10 (SCENERY_BUSH_TWO) at (3, 5) &4fc3 83 1c ; sprite &1c (SCENERY_TREE_FOUR) at (3, 8) &4fc5 76 19 ; sprite &19 (SCENERY_BULL_LEFT) at (6, 7) &4fc7 78 1a ; sprite &1a (SCENERY_BULL_RIGHT) at (8, 7) &4fc9 5e 10 ; sprite &10 (SCENERY_BUSH_TWO) at (e, 5) &4fcb 6d 0b ; sprite &0b (SCENERY_BUSH_ONE_LEFT) at (d, 6) &4fcd 7c 0b ; sprite &0b (SCENERY_BUSH_ONE_LEFT) at (c, 7) &4fcf 7e 0c ; sprite &0c (SCENERY_BUSH_ONE_RIGHT) at (e, 7) &4fd1 6a 15 ; sprite &15 (SCENERY_CART_LEFT) at (a, 6) &4fd3 6c 16 ; sprite &16 (SCENERY_CART_RIGHT) at (c, 6) &4fd5 ff ; room_type_04_data &4fd6 b2 d0 ; path &00 (PATH_NW_SE), direction 2, length 4 at (2, b) &4fd8 b4 d4 ; path &00 (PATH_NW_SE), direction 2, length 5 at (4, b) &4fda c4 ac ; path &00 (PATH_NW_SE), direction 1, length 3 at (4, c) &4fdc c6 ac ; path &00 (PATH_NW_SE), direction 1, length 3 at (6, c) &4fde b4 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (4, b) &4fe0 00 03 ; sprite &03 (SCENERY_RED_WALL) at (0, 0) &4fe2 02 03 ; sprite &03 (SCENERY_RED_WALL) at (2, 0) &4fe4 04 03 ; sprite &03 (SCENERY_RED_WALL) at (4, 0) &4fe6 06 03 ; sprite &03 (SCENERY_RED_WALL) at (6, 0) &4fe8 46 03 ; sprite &03 (SCENERY_RED_WALL) at (6, 4) &4fea 08 03 ; sprite &03 (SCENERY_RED_WALL) at (8, 0) &4fec 48 03 ; sprite &03 (SCENERY_RED_WALL) at (8, 4) &4fee 0a 03 ; sprite &03 (SCENERY_RED_WALL) at (a, 0) &4ff0 0c 03 ; sprite &03 (SCENERY_RED_WALL) at (c, 0) &4ff2 0e 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (e, 0) &4ff4 20 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (0, 2) &4ff6 32 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (2, 3) &4ff8 44 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (4, 4) &4ffa 56 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (6, 5) &4ffc 58 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (8, 5) &4ffe 4a 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (a, 4) &5000 3c 1d ; sprite &1d (SCENERY_RED_WALL_BOTTOM_NW_SE_WITH_HANDLE) at (c, 3) &5002 3e 29 ; sprite &29 (SCENERY_DITHERED_WALL) at (e, 3) &5004 0d 1e ; sprite &1e (SCENERY_YELLOW_PLATE_NW_SE) at (d, 0) &5006 2d 1f ; sprite &1f (SCENERY_YELLOW_STRIPS_NW_SE) at (d, 2) &5008 00 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (0, 0) &500a 20 01 ; sprite &01 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_NW_SE) at (0, 2) &500c 04 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (4, 0) &500e 44 01 ; sprite &01 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_NW_SE) at (4, 4) &5010 08 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (8, 0) &5012 48 02 ; sprite &02 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_SW_NE) at (8, 4) &5014 58 02 ; sprite &02 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_SW_NE) at (8, 5) &5016 0c 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (c, 0) &5018 3c 02 ; sprite &02 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_SW_NE) at (c, 3) &501a 65 0d ; sprite &0d (SCENERY_TREE_ONE_BOTTOM) at (5, 6) &501c 79 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (9, 7) &501e ac 0d ; sprite &0d (SCENERY_TREE_ONE_BOTTOM) at (c, a) &5020 9e 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (e, 9) &5022 be 10 ; sprite &10 (SCENERY_BUSH_TWO) at (e, b) &5024 b0 13 ; sprite &13 (SCENERY_WELL) at (0, b) &5026 d0 0e ; sprite &0e (SCENERY_TREE_ONE_TOP) at (0, d) &5028 c2 0e ; sprite &0e (SCENERY_TREE_ONE_TOP) at (2, c) &502a d2 0e ; sprite &0e (SCENERY_TREE_ONE_TOP) at (2, d) &502c e1 0e ; sprite &0e (SCENERY_TREE_ONE_TOP) at (1, e) &502e d4 0e ; sprite &0e (SCENERY_TREE_ONE_TOP) at (4, d) &5030 b1 0e ; sprite &0e (SCENERY_TREE_ONE_TOP) at (1, b) &5032 e5 0e ; sprite &0e (SCENERY_TREE_ONE_TOP) at (5, e) &5034 e6 0e ; sprite &0e (SCENERY_TREE_ONE_TOP) at (6, e) &5036 e8 12 ; sprite &12 (SCENERY_TREE_THREE) at (8, e) &5038 ff ; room_type_05_data &5039 d2 d0 ; path &00 (PATH_NW_SE), direction 2, length 4 at (2, d) &503b d4 d4 ; path &00 (PATH_NW_SE), direction 2, length 5 at (4, d) &503d d4 95 ; path &01 (PATH_SW_NE), direction 0, length 5 at (4, d) &503f d6 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (6, d) &5041 e4 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (4, e) &5043 e6 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (6, e) &5045 e8 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (8, e) &5047 ea 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (a, e) &5049 eb 0d ; sprite &0d (SCENERY_TREE_ONE_BOTTOM) at (b, e) &504b fd 12 ; sprite &12 (SCENERY_TREE_THREE) at (d, f) &504d de 0e ; sprite &0e (SCENERY_TREE_ONE_TOP) at (e, d) &504f d0 10 ; sprite &10 (SCENERY_BUSH_TWO) at (0, d) &5051 f0 10 ; sprite &10 (SCENERY_BUSH_TWO) at (0, f) &5053 e1 0b ; sprite &0b (SCENERY_BUSH_ONE_LEFT) at (1, e) &5055 e3 0c ; sprite &0c (SCENERY_BUSH_ONE_RIGHT) at (3, e) &5057 61 1c ; sprite &1c (SCENERY_TREE_FOUR) at (1, 6) &5059 62 11 ; sprite &11 (SCENERY_TREE_TWO) at (2, 6) &505b 84 1b ; sprite &1b (SCENERY_LOGS) at (4, 8) &505d a6 14 ; sprite &14 (SCENERY_SMALL_ROCK) at (6, a) &505f 97 10 ; sprite &10 (SCENERY_BUSH_TWO) at (7, 9) &5061 8b 14 ; sprite &14 (SCENERY_SMALL_ROCK) at (b, 8) &5063 6c 10 ; sprite &10 (SCENERY_BUSH_TWO) at (c, 6) &5065 5e 15 ; sprite &15 (SCENERY_CART_LEFT) at (e, 5) &5067 00 03 ; sprite &03 (SCENERY_RED_WALL) at (0, 0) &5069 02 03 ; sprite &03 (SCENERY_RED_WALL) at (2, 0) &506b 04 03 ; sprite &03 (SCENERY_RED_WALL) at (4, 0) &506d 06 03 ; sprite &03 (SCENERY_RED_WALL) at (6, 0) &506f 08 03 ; sprite &03 (SCENERY_RED_WALL) at (8, 0) &5071 0a 03 ; sprite &03 (SCENERY_RED_WALL) at (a, 0) &5073 0c 03 ; sprite &03 (SCENERY_RED_WALL) at (c, 0) &5075 0e 03 ; sprite &03 (SCENERY_RED_WALL) at (e, 0) &5077 10 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (0, 1) &5079 22 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (2, 2) &507b 34 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (4, 3) &507d 46 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (6, 4) &507f 48 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (8, 4) &5081 3a 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (a, 3) &5083 2c 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (c, 2) &5085 1e 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (e, 1) &5087 00 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (0, 0) &5089 10 01 ; sprite &01 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_NW_SE) at (0, 1) &508b 04 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (4, 0) &508d 34 01 ; sprite &01 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_NW_SE) at (4, 3) &508f 08 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (8, 0) &5091 48 02 ; sprite &02 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_SW_NE) at (8, 4) &5093 0c 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (c, 0) &5095 2c 02 ; sprite &02 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_SW_NE) at (c, 2) &5097 ff ; room_type_06_data &5098 a8 f5 ; path &01 (PATH_SW_NE), direction 3, length 5 at (8, a) &509a 8a f9 ; path &01 (PATH_SW_NE), direction 3, length 6 at (a, 8) &509c 9d 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (d, 9) &509e f7 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (7, f) &50a0 e9 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (9, e) &50a2 db 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (b, d) &50a4 ae 0b ; sprite &0b (SCENERY_BUSH_ONE_LEFT) at (e, a) &50a6 cd 13 ; sprite &13 (SCENERY_WELL) at (d, c) &50a8 ed 19 ; sprite &19 (SCENERY_BULL_LEFT) at (d, e) &50aa fa 11 ; sprite &11 (SCENERY_TREE_TWO) at (a, f) &50ac 00 03 ; sprite &03 (SCENERY_RED_WALL) at (0, 0) &50ae 02 03 ; sprite &03 (SCENERY_RED_WALL) at (2, 0) &50b0 04 03 ; sprite &03 (SCENERY_RED_WALL) at (4, 0) &50b2 06 03 ; sprite &03 (SCENERY_RED_WALL) at (6, 0) &50b4 08 03 ; sprite &03 (SCENERY_RED_WALL) at (8, 0) &50b6 0a 03 ; sprite &03 (SCENERY_RED_WALL) at (a, 0) &50b8 0c 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (c, 0) &50ba 0e 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (e, 0) &50bc 40 03 ; sprite &03 (SCENERY_RED_WALL) at (0, 4) &50be 70 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (0, 7) &50c0 42 03 ; sprite &03 (SCENERY_RED_WALL) at (2, 4) &50c2 62 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (2, 6) &50c4 44 03 ; sprite &03 (SCENERY_RED_WALL) at (4, 4) &50c6 54 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (4, 5) &50c8 46 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (6, 4) &50ca 48 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (8, 4) &50cc 4a 03 ; sprite &03 (SCENERY_RED_WALL) at (a, 4) &50ce 5a 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (a, 5) &50d0 2b 03 ; sprite &03 (SCENERY_RED_WALL) at (b, 2) &50d2 4b 03 ; sprite &03 (SCENERY_RED_WALL) at (b, 4) &50d4 00 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (0, 0) &50d6 40 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (0, 4) &50d8 70 02 ; sprite &02 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_SW_NE) at (0, 7) &50da 04 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (4, 0) &50dc 44 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (4, 4) &50de 54 02 ; sprite &02 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_SW_NE) at (4, 5) &50e0 08 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (8, 0) &50e2 48 01 ; sprite &01 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_NW_SE) at (8, 4) &50e4 0b 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (b, 0) &50e6 5b 1d ; sprite &1d (SCENERY_RED_WALL_BOTTOM_NW_SE_WITH_HANDLE) at (b, 5) &50e8 4b 00 ; sprite &00 (SCENERY_YELLOW_BLACK_PILLAR) at (b, 4) &50ea 6b 01 ; sprite &01 (SCENERY_YELLOW_BLACK_PILLAR_BOTTOM_NW_SE) at (b, 6) &50ec 4d 29 ; sprite &29 (SCENERY_DITHERED_WALL) at (d, 4) &50ee 3d 29 ; sprite &29 (SCENERY_DITHERED_WALL) at (d, 3) &50f0 2c 1f ; sprite &1f (SCENERY_YELLOW_STRIPS_NW_SE) at (c, 2) &50f2 3e 1f ; sprite &1f (SCENERY_YELLOW_STRIPS_NW_SE) at (e, 3) &50f4 96 14 ; sprite &14 (SCENERY_SMALL_ROCK) at (6, 9) &50f6 75 17 ; sprite &17 (SCENERY_WHEEL_LEFT) at (5, 7) &50f8 77 18 ; sprite &18 (SCENERY_WHEEL_RIGHT) at (7, 7) &50fa 89 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (9, 8) &50fc 84 21 ; sprite &21 (SCENERY_BRAZIER) at (4, 8) &50fe 92 10 ; sprite &10 (SCENERY_BUSH_TWO) at (2, 9) &5100 a0 20 ; sprite &20 (SCENERY_POT_ONE) at (0, a) &5102 0d 0a ; sprite &0a (SCENERY_WINDOWS_NW_SE) at (d, 0) &5104 ff ; room_type_07_data &5105 f2 d0 ; path &00 (PATH_NW_SE), direction 2, length 4 at (2, f) &5107 f8 dc ; path &00 (PATH_NW_SE), direction 2, length 7 at (8, f) &5109 e9 dc ; path &00 (PATH_NW_SE), direction 2, length 7 at (9, e) &510b c5 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (5, c) &510d a4 8d ; path &01 (PATH_SW_NE), direction 0, length 3 at (4, a) &510f fd 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (d, f) &5111 00 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (0, 0) &5113 02 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (2, 0) &5115 04 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (4, 0) &5117 30 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (0, 3) &5119 40 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (0, 4) &511b 32 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (2, 3) &511d 52 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (2, 5) &511f 34 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (4, 3) &5121 64 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (4, 6) &5123 06 03 ; sprite &03 (SCENERY_RED_WALL) at (6, 0) &5125 08 03 ; sprite &03 (SCENERY_RED_WALL) at (8, 0) &5127 0a 03 ; sprite &03 (SCENERY_RED_WALL) at (a, 0) &5129 0c 03 ; sprite &03 (SCENERY_RED_WALL) at (c, 0) &512b 0e 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (e, 0) &512d 46 03 ; sprite &03 (SCENERY_RED_WALL) at (6, 4) &512f 66 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (6, 6) &5131 48 03 ; sprite &03 (SCENERY_RED_WALL) at (8, 4) &5133 58 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (8, 5) &5135 4a 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (a, 4) &5137 4c 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (c, 4) &5139 3e 29 ; sprite &29 (SCENERY_DITHERED_WALL) at (e, 3) &513b 07 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (7, 0) &513d 47 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (7, 4) &513f 57 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (7, 5) &5141 09 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (9, 0) &5143 49 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (9, 4) &5145 ae 22 ; sprite &22 (SCENERY_POT_TWO) at (e, a) &5147 28 23 ; sprite &23 (SCENERY_DRAGON_STATUE) at (8, 2) &5149 0b 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (b, 0) &514b 3b 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (b, 3) &514d 0c 32 ; sprite &32 (SCENERY_DRAPE_NW_SE_BOTTOM) at (c, 0) &514f 2e 1f ; sprite &1f (SCENERY_YELLOW_STRIPS_NW_SE) at (e, 2) &5151 6b 20 ; sprite &20 (SCENERY_POT_ONE) at (b, 6) &5153 66 22 ; sprite &22 (SCENERY_POT_TWO) at (6, 6) &5155 84 2b ; sprite &2b (SCENERY_PLANT_IN_BOX) at (4, 8) &5157 ff ; room_type_08_data &5158 82 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (2, 8) &515a 74 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (4, 7) &515c 76 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (6, 7) &515e 88 3f ; sprite &3f (SCENERY_PATH_TOP_RIGHT_ONE) at (8, 8) &5160 90 ed ; path &01 (PATH_SW_NE), direction 3, length 3 at (0, 9) &5162 92 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (2, 9) &5164 94 a4 ; path &00 (PATH_NW_SE), direction 1, length 1 at (4, 9) &5166 c1 a4 ; path &00 (PATH_NW_SE), direction 1, length 1 at (1, c) &5168 a0 ac ; path &00 (PATH_NW_SE), direction 1, length 3 at (0, a) &516a bd 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (d, b) &516c bb 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (b, b) &516e ca 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (a, c) &5170 dc 3f ; sprite &3f (SCENERY_PATH_TOP_RIGHT_ONE) at (c, d) &5172 ec 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (c, e) &5174 ea 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (a, e) &5176 e5 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (5, e) &5178 e7 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (7, e) &517a 86 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (6, 8) &517c b9 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (9, b) &517e b8 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (8, b) &5180 e9 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (9, e) &5182 f8 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (8, f) &5184 b0 ed ; path &01 (PATH_SW_NE), direction 3, length 3 at (0, b) &5186 00 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (0, 0) &5188 30 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (0, 3) &518a 60 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (0, 6) &518c 02 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (2, 0) &518e 22 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (2, 2) &5190 52 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (2, 5) &5192 04 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (4, 0) &5194 34 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (4, 3) &5196 44 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (4, 4) &5198 06 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (6, 0) &519a 36 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (6, 3) &519c 46 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (6, 4) &519e 08 03 ; sprite &03 (SCENERY_RED_WALL) at (8, 0) &51a0 58 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (8, 5) &51a2 28 2f ; sprite &2f (SCENERY_WINDOW_NW_SE) at (8, 2) &51a4 0a 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (a, 0) &51a6 3a 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (a, 3) &51a8 6a 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (a, 6) &51aa 0c 03 ; sprite &03 (SCENERY_RED_WALL) at (c, 0) &51ac 4c 03 ; sprite &03 (SCENERY_RED_WALL) at (c, 4) &51ae 7c 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (c, 7) &51b0 0e 03 ; sprite &03 (SCENERY_RED_WALL) at (e, 0) &51b2 4e 03 ; sprite &03 (SCENERY_RED_WALL) at (e, 4) &51b4 8e 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (e, 8) &51b6 e2 2d ; sprite &2d (SCENERY_PLANK_LEFT) at (2, e) &51b8 e4 2e ; sprite &2e (SCENERY_PLANK_RIGHT) at (4, e) &51ba cc 2d ; sprite &2d (SCENERY_PLANK_LEFT) at (c, c) &51bc ce 2e ; sprite &2e (SCENERY_PLANK_RIGHT) at (e, c) &51be 1e 1f ; sprite &1f (SCENERY_YELLOW_STRIPS_NW_SE) at (e, 1) &51c0 0d 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (d, 0) &51c2 4d 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (d, 4) &51c4 0c 1f ; sprite &1f (SCENERY_YELLOW_STRIPS_NW_SE) at (c, 0) &51c6 3c 2a ; sprite &2a (SCENERY_YELLOW_SYMBOL) at (c, 3) &51c8 6c 1f ; sprite &1f (SCENERY_YELLOW_STRIPS_NW_SE) at (c, 6) &51ca 65 27 ; sprite &27 (SCENERY_CHEST_LEFT) at (5, 6) &51cc 67 28 ; sprite &28 (SCENERY_CHEST_RIGHT) at (7, 6) &51ce 77 27 ; sprite &27 (SCENERY_CHEST_LEFT) at (7, 7) &51d0 79 28 ; sprite &28 (SCENERY_CHEST_RIGHT) at (9, 7) &51d2 89 27 ; sprite &27 (SCENERY_CHEST_LEFT) at (9, 8) &51d4 8b 28 ; sprite &28 (SCENERY_CHEST_RIGHT) at (b, 8) &51d6 8c 30 ; sprite &30 (SCENERY_BOX_LEFT) at (c, 8) &51d8 6c 30 ; sprite &30 (SCENERY_BOX_LEFT) at (c, 6) &51da 8e 31 ; sprite &31 (SCENERY_BOX_RIGHT) at (e, 8) &51dc 6e 31 ; sprite &31 (SCENERY_BOX_RIGHT) at (e, 6) &51de 61 2c ; sprite &2c (SCENERY_CANDLESTICK) at (1, 6) &51e0 53 2c ; sprite &2c (SCENERY_CANDLESTICK) at (3, 5) &51e2 ff ; room_type_09_data &51e3 fa dc ; path &00 (PATH_NW_SE), direction 2, length 7 at (a, f) &51e5 b7 dc ; path &00 (PATH_NW_SE), direction 2, length 7 at (7, b) &51e7 c9 a8 ; path &00 (PATH_NW_SE), direction 1, length 2 at (9, c) &51e9 b0 99 ; path &01 (PATH_SW_NE), direction 0, length 6 at (0, b) &51eb b0 ed ; path &01 (PATH_SW_NE), direction 3, length 3 at (0, b) &51ed a8 f5 ; path &01 (PATH_SW_NE), direction 3, length 5 at (8, a) &51ef a8 8d ; path &01 (PATH_SW_NE), direction 0, length 3 at (8, a) &51f1 70 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (0, 7) &51f3 00 03 ; sprite &03 (SCENERY_RED_WALL) at (0, 0) &51f5 10 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (0, 1) &51f7 00 23 ; sprite &23 (SCENERY_DRAGON_STATUE) at (0, 0) &51f9 02 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (2, 0) &51fb 22 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (2, 2) &51fd 04 03 ; sprite &03 (SCENERY_RED_WALL) at (4, 0) &51ff 34 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (4, 3) &5201 14 23 ; sprite &23 (SCENERY_DRAGON_STATUE) at (4, 1) &5203 06 03 ; sprite &03 (SCENERY_RED_WALL) at (6, 0) &5205 46 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (6, 4) &5207 08 03 ; sprite &03 (SCENERY_RED_WALL) at (8, 0) &5209 48 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (8, 4) &520b 0a 03 ; sprite &03 (SCENERY_RED_WALL) at (a, 0) &520d 3a 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (a, 3) &520f 0c 03 ; sprite &03 (SCENERY_RED_WALL) at (c, 0) &5211 2c 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (c, 2) &5213 0e 29 ; sprite &29 (SCENERY_DITHERED_WALL) at (e, 0) &5215 1e 29 ; sprite &29 (SCENERY_DITHERED_WALL) at (e, 1) &5217 05 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (5, 0) &5219 35 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (5, 3) &521b 07 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (7, 0) &521d 47 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (7, 4) &521f 0b 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (b, 0) &5221 2b 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (b, 2) &5223 09 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (9, 0) &5225 39 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (9, 3) &5227 16 2f ; sprite &2f (SCENERY_WINDOW_NW_SE) at (6, 1) &5229 56 1f ; sprite &1f (SCENERY_YELLOW_STRIPS_NW_SE) at (6, 5) &522b 0a 32 ; sprite &32 (SCENERY_DRAPE_NW_SE_BOTTOM) at (a, 0) &522d 48 2c ; sprite &2c (SCENERY_CANDLESTICK) at (8, 4) &522f 2c 2c ; sprite &2c (SCENERY_CANDLESTICK) at (c, 2) &5231 ae 27 ; sprite &27 (SCENERY_CHEST_LEFT) at (e, a) &5233 8e 27 ; sprite &27 (SCENERY_CHEST_LEFT) at (e, 8) &5235 f4 2d ; sprite &2d (SCENERY_PLANK_LEFT) at (4, f) &5237 f6 2e ; sprite &2e (SCENERY_PLANK_RIGHT) at (6, f) &5239 f9 2d ; sprite &2d (SCENERY_PLANK_LEFT) at (9, f) &523b fb 2e ; sprite &2e (SCENERY_PLANK_RIGHT) at (b, f) &523d e6 2d ; sprite &2d (SCENERY_PLANK_LEFT) at (6, e) &523f e8 2e ; sprite &2e (SCENERY_PLANK_RIGHT) at (8, e) &5241 40 39 ; sprite &39 (SCENERY_BALL_AND_POSTS) at (0, 4) &5243 52 2b ; sprite &2b (SCENERY_PLANT_IN_BOX) at (2, 5) &5245 64 37 ; sprite &37 (SCENERY_SEAT_LEFT) at (4, 6) &5247 66 38 ; sprite &38 (SCENERY_SEAT_RIGHT) at (6, 6) &5249 ff ; room_type_0a_data &524a 46 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (6, 4) &524c 38 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (8, 3) &524e 3a 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (a, 3) &5250 4c 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (c, 4) &5252 4a 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (a, 4) &5254 72 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (2, 7) &5256 74 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (4, 7) &5258 aa 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (a, a) &525a ac 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (c, a) &525c 9e 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (e, 9) &525e f0 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (0, f) &5260 62 85 ; path &01 (PATH_SW_NE), direction 0, length 1 at (2, 6) &5262 66 f9 ; path &01 (PATH_SW_NE), direction 3, length 6 at (6, 6) &5264 58 a0 ; path &00 (PATH_NW_SE), direction 1, length 0 at (8, 5) &5266 79 fd ; path &01 (PATH_SW_NE), direction 3, length 7 at (9, 7) &5268 7a fd ; path &01 (PATH_SW_NE), direction 3, length 7 at (a, 7) &526a 88 a4 ; path &00 (PATH_NW_SE), direction 1, length 1 at (8, 8) &526c 58 ac ; path &00 (PATH_NW_SE), direction 1, length 3 at (8, 5) &526e 00 03 ; sprite &03 (SCENERY_RED_WALL) at (0, 0) &5270 02 03 ; sprite &03 (SCENERY_RED_WALL) at (2, 0) &5272 04 03 ; sprite &03 (SCENERY_RED_WALL) at (4, 0) &5274 06 03 ; sprite &03 (SCENERY_RED_WALL) at (6, 0) &5276 40 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (0, 4) &5278 32 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (2, 3) &527a 24 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (4, 2) &527c 16 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (6, 1) &527e 08 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (8, 0) &5280 0a 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (a, 0) &5282 0a 2f ; sprite &2f (SCENERY_WINDOW_NW_SE) at (a, 0) &5284 0c 03 ; sprite &03 (SCENERY_RED_WALL) at (c, 0) &5286 0e 03 ; sprite &03 (SCENERY_RED_WALL) at (e, 0) &5288 1c 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (c, 1) &528a 2e 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (e, 2) &528c e5 20 ; sprite &20 (SCENERY_POT_ONE) at (5, e) &528e b8 22 ; sprite &22 (SCENERY_POT_TWO) at (8, b) &5290 f7 20 ; sprite &20 (SCENERY_POT_ONE) at (7, f) &5292 ea 20 ; sprite &20 (SCENERY_POT_ONE) at (a, e) &5294 cd 27 ; sprite &27 (SCENERY_CHEST_LEFT) at (d, c) &5296 ad 27 ; sprite &27 (SCENERY_CHEST_LEFT) at (d, a) &5298 fe 27 ; sprite &27 (SCENERY_CHEST_LEFT) at (e, f) &529a de 27 ; sprite &27 (SCENERY_CHEST_LEFT) at (e, d) &529c 5d 30 ; sprite &30 (SCENERY_BOX_LEFT) at (d, 5) &529e 3d 30 ; sprite &30 (SCENERY_BOX_LEFT) at (d, 3) &52a0 50 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (0, 5) &52a2 42 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (2, 4) &52a4 34 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (4, 3) &52a6 26 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (6, 2) &52a8 18 0f ; sprite &0f (SCENERY_FENCE_SW_NE) at (8, 1) &52aa 01 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (1, 0) &52ac 31 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (1, 3) &52ae 03 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (3, 0) &52b0 23 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (3, 2) &52b2 05 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (5, 0) &52b4 15 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (5, 1) &52b6 07 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (7, 0) &52b8 0b 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (b, 0) &52ba 0c 1f ; sprite &1f (SCENERY_YELLOW_STRIPS_NW_SE) at (c, 0) &52bc 1e 1f ; sprite &1f (SCENERY_YELLOW_STRIPS_NW_SE) at (e, 1) &52be 22 2a ; sprite &2a (SCENERY_YELLOW_SYMBOL) at (2, 2) &52c0 06 2a ; sprite &2a (SCENERY_YELLOW_SYMBOL) at (6, 0) &52c2 14 2a ; sprite &2a (SCENERY_YELLOW_SYMBOL) at (4, 1) &52c4 18 2c ; sprite &2c (SCENERY_CANDLESTICK) at (8, 1) &52c6 59 37 ; sprite &37 (SCENERY_SEAT_LEFT) at (9, 5) &52c8 5b 38 ; sprite &38 (SCENERY_SEAT_RIGHT) at (b, 5) &52ca 49 37 ; sprite &37 (SCENERY_SEAT_LEFT) at (9, 4) &52cc 4b 38 ; sprite &38 (SCENERY_SEAT_RIGHT) at (b, 4) &52ce ff ; room_type_0b_data &52cf d8 dc ; path &00 (PATH_NW_SE), direction 2, length 7 at (8, d) &52d1 f8 dc ; path &00 (PATH_NW_SE), direction 2, length 7 at (8, f) &52d3 fb dc ; path &00 (PATH_NW_SE), direction 2, length 7 at (b, f) &52d5 b4 95 ; path &01 (PATH_SW_NE), direction 0, length 5 at (4, b) &52d7 c8 8d ; path &01 (PATH_SW_NE), direction 0, length 3 at (8, c) &52d9 c6 ac ; path &00 (PATH_NW_SE), direction 1, length 3 at (6, c) &52db b0 22 ; sprite &22 (SCENERY_POT_TWO) at (0, b) &52dd c2 27 ; sprite &27 (SCENERY_CHEST_LEFT) at (2, c) &52df c4 28 ; sprite &28 (SCENERY_CHEST_RIGHT) at (4, c) &52e1 e3 22 ; sprite &22 (SCENERY_POT_TWO) at (3, e) &52e3 e6 20 ; sprite &20 (SCENERY_POT_ONE) at (6, e) &52e5 be 27 ; sprite &27 (SCENERY_CHEST_LEFT) at (e, b) &52e7 00 03 ; sprite &03 (SCENERY_RED_WALL) at (0, 0) &52e9 30 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (0, 3) &52eb 02 03 ; sprite &03 (SCENERY_RED_WALL) at (2, 0) &52ed 42 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (2, 4) &52ef 04 03 ; sprite &03 (SCENERY_RED_WALL) at (4, 0) &52f1 44 03 ; sprite &03 (SCENERY_RED_WALL) at (4, 4) &52f3 54 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (4, 5) &52f5 06 03 ; sprite &03 (SCENERY_RED_WALL) at (6, 0) &52f7 46 03 ; sprite &03 (SCENERY_RED_WALL) at (6, 4) &52f9 66 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (6, 6) &52fb 08 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (8, 0) &52fd 38 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (8, 3) &52ff 68 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (8, 6) &5301 0a 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (a, 0) &5303 2a 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (a, 2) &5305 5a 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (a, 5) &5307 0c 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (c, 0) &5309 3c 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (c, 3) &530b 4c 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (c, 4) &530d 00 1f ; sprite &1f (SCENERY_YELLOW_STRIPS_NW_SE) at (0, 0) &530f 36 1f ; sprite &1f (SCENERY_YELLOW_STRIPS_NW_SE) at (6, 3) &5311 0e 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (e, 0) &5313 3e 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (e, 3) &5315 00 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (0, 0) &5317 20 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (0, 2) &5319 02 2f ; sprite &2f (SCENERY_WINDOW_NW_SE) at (2, 0) &531b 22 2f ; sprite &2f (SCENERY_WINDOW_NW_SE) at (2, 2) &531d 14 2f ; sprite &2f (SCENERY_WINDOW_NW_SE) at (4, 1) &531f 34 2f ; sprite &2f (SCENERY_WINDOW_NW_SE) at (4, 3) &5321 06 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (6, 0) &5323 46 26 ; sprite &26 (SCENERY_VERTICAL_LINE) at (6, 4) &5325 45 3a ; sprite &3a (SCENERY_SWORD_STATUE_TOP) at (5, 4) &5327 85 3b ; sprite &3b (SCENERY_SWORD_STATUE_BOTTOM) at (5, 8) &5329 60 37 ; sprite &37 (SCENERY_SEAT_LEFT) at (0, 6) &532b 62 38 ; sprite &38 (SCENERY_SEAT_RIGHT) at (2, 6) &532d 61 39 ; sprite &39 (SCENERY_BALL_AND_POSTS) at (1, 6) &532f 9e 27 ; sprite &27 (SCENERY_CHEST_LEFT) at (e, 9) &5331 ff ; room_type_0c_data &5332 b9 8a ; path &02 (PATH_SW_NE_STRIPED), direction 0, length 2 at (9, b) &5334 a6 92 ; path &02 (PATH_SW_NE_STRIPED), direction 0, length 4 at (6, a) &5336 d6 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (6, d) &5338 d8 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (8, d) &533a da 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (a, d) &533c cc 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (c, c) &533e ce 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (e, c) &5340 c4 d4 ; path &00 (PATH_NW_SE), direction 2, length 5 at (4, c) &5342 b7 dc ; path &00 (PATH_NW_SE), direction 2, length 7 at (7, b) &5344 ca 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (a, c) &5346 00 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (0, 0) &5348 10 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (0, 1) &534a 02 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (2, 0) &534c 22 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (2, 2) &534e 04 03 ; sprite &03 (SCENERY_RED_WALL) at (4, 0) &5350 34 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (4, 3) &5352 06 03 ; sprite &03 (SCENERY_RED_WALL) at (6, 0) &5354 46 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (6, 4) &5356 08 03 ; sprite &03 (SCENERY_RED_WALL) at (8, 0) &5358 48 03 ; sprite &03 (SCENERY_RED_WALL) at (8, 4) &535a 58 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (8, 5) &535c 0a 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (a, 0) &535e 3a 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (a, 3) &5360 5a 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (a, 5) &5362 0c 03 ; sprite &03 (SCENERY_RED_WALL) at (c, 0) &5364 4c 05 ; sprite &05 (SCENERY_RED_WALL_BOTTOM_SW_NE) at (c, 4) &5366 0e 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (e, 0) &5368 3e 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (e, 3) &536a 04 23 ; sprite &23 (SCENERY_DRAGON_STATUE) at (4, 0) &536c 28 23 ; sprite &23 (SCENERY_DRAGON_STATUE) at (8, 2) &536e 06 32 ; sprite &32 (SCENERY_DRAPE_NW_SE_BOTTOM) at (6, 0) &5370 26 32 ; sprite &32 (SCENERY_DRAPE_NW_SE_BOTTOM) at (6, 2) &5372 76 2b ; sprite &2b (SCENERY_PLANT_IN_BOX) at (6, 7) &5374 44 2c ; sprite &2c (SCENERY_CANDLESTICK) at (4, 4) &5376 68 2c ; sprite &2c (SCENERY_CANDLESTICK) at (8, 6) &5378 2c 2a ; sprite &2a (SCENERY_YELLOW_SYMBOL) at (c, 2) &537a 40 27 ; sprite &27 (SCENERY_CHEST_LEFT) at (0, 4) &537c 42 28 ; sprite &28 (SCENERY_CHEST_RIGHT) at (2, 4) &537e ec 2d ; sprite &2d (SCENERY_PLANK_LEFT) at (c, e) &5380 ee 2e ; sprite &2e (SCENERY_PLANK_RIGHT) at (e, e) &5382 ce 2d ; sprite &2d (SCENERY_PLANK_LEFT) at (e, c) &5384 a0 38 ; sprite &38 (SCENERY_SEAT_RIGHT) at (0, a) &5386 c2 2d ; sprite &2d (SCENERY_PLANK_LEFT) at (2, c) &5388 c4 2e ; sprite &2e (SCENERY_PLANK_RIGHT) at (4, c) &538a e6 2d ; sprite &2d (SCENERY_PLANK_LEFT) at (6, e) &538c e8 2e ; sprite &2e (SCENERY_PLANK_RIGHT) at (8, e) &538e d0 27 ; sprite &27 (SCENERY_CHEST_LEFT) at (0, d) &5390 d2 28 ; sprite &28 (SCENERY_CHEST_RIGHT) at (2, d) &5392 ff ; room_type_0d_data &5393 92 f1 ; path &01 (PATH_SW_NE), direction 3, length 4 at (2, 9) &5395 a6 f5 ; path &01 (PATH_SW_NE), direction 3, length 5 at (6, a) &5397 84 a8 ; path &00 (PATH_NW_SE), direction 1, length 2 at (4, 8) &5399 b6 e9 ; path &01 (PATH_SW_NE), direction 3, length 2 at (6, b) &539b 72 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (2, 7) &539d 64 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (4, 6) &539f 66 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (6, 6) &53a1 78 3f ; sprite &3f (SCENERY_PATH_TOP_RIGHT_ONE) at (8, 7) &53a3 80 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (0, 8) &53a5 90 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (0, 9) &53a7 92 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (2, 9) &53a9 84 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (4, 8) &53ab d6 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (6, d) &53ad d8 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (8, d) &53af ca 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (a, c) &53b1 bc 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (c, b) &53b3 ac 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (c, a) &53b5 ae 3f ; sprite &3f (SCENERY_PATH_TOP_RIGHT_ONE) at (e, a) &53b7 be 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (e, b) &53b9 00 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (0, 0) &53bb 30 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (0, 3) &53bd 50 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (0, 5) &53bf 02 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (2, 0) &53c1 32 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (2, 3) &53c3 42 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (2, 4) &53c5 04 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (4, 0) &53c7 34 24 ; sprite &24 (SCENERY_PATTERNED_WALL_BOTTOM_SW_NE) at (4, 3) &53c9 06 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (6, 0) &53cb 36 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (6, 3) &53cd 08 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (8, 0) &53cf 38 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (8, 3) &53d1 48 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (8, 4) &53d3 0a 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (a, 0) &53d5 3a 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (a, 3) &53d7 5a 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (a, 5) &53d9 0c 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (c, 0) &53db 3c 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (c, 3) &53dd 6c 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (c, 6) &53df 0e 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (e, 0) &53e1 3e 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (e, 3) &53e3 6e 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (e, 6) &53e5 7e 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (e, 7) &53e7 e4 21 ; sprite &21 (SCENERY_BRAZIER) at (4, e) &53e9 f3 17 ; sprite &17 (SCENERY_WHEEL_LEFT) at (3, f) &53eb f5 18 ; sprite &18 (SCENERY_WHEEL_RIGHT) at (5, f) &53ed e8 37 ; sprite &37 (SCENERY_SEAT_LEFT) at (8, e) &53ef ea 38 ; sprite &38 (SCENERY_SEAT_RIGHT) at (a, e) &53f1 bc 27 ; sprite &27 (SCENERY_CHEST_LEFT) at (c, b) &53f3 be 28 ; sprite &28 (SCENERY_CHEST_RIGHT) at (e, b) &53f5 cb 27 ; sprite &27 (SCENERY_CHEST_LEFT) at (b, c) &53f7 cd 28 ; sprite &28 (SCENERY_CHEST_RIGHT) at (d, c) &53f9 dd 21 ; sprite &21 (SCENERY_BRAZIER) at (d, d) &53fb 7b 20 ; sprite &20 (SCENERY_POT_ONE) at (b, 7) &53fd 06 32 ; sprite &32 (SCENERY_DRAPE_NW_SE_BOTTOM) at (6, 0) &53ff 0c 32 ; sprite &32 (SCENERY_DRAPE_NW_SE_BOTTOM) at (c, 0) &5401 3c 32 ; sprite &32 (SCENERY_DRAPE_NW_SE_BOTTOM) at (c, 3) &5403 35 22 ; sprite &22 (SCENERY_POT_TWO) at (5, 3) &5405 ca 2c ; sprite &2c (SCENERY_CANDLESTICK) at (a, c) &5407 57 30 ; sprite &30 (SCENERY_BOX_LEFT) at (7, 5) &5409 59 31 ; sprite &31 (SCENERY_BOX_RIGHT) at (9, 5) &540b 37 30 ; sprite &30 (SCENERY_BOX_LEFT) at (7, 3) &540d 39 31 ; sprite &31 (SCENERY_BOX_RIGHT) at (9, 3) &540f 47 2c ; sprite &2c (SCENERY_CANDLESTICK) at (7, 4) &5411 ff ; room_type_0e_data &5412 c4 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (4, c) &5414 c6 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (6, c) &5416 c8 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (8, c) &5418 ba 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (a, b) &541a b8 35 ; sprite &35 (SCENERY_PATH_BOTTOM_RIGHT_TWO) at (8, b) &541c bc 36 ; sprite &36 (SCENERY_PATH_BOTTOM_RIGHT_ONE) at (c, b) &541e a6 d8 ; path &00 (PATH_NW_SE), direction 2, length 6 at (6, a) &5420 b2 d0 ; path &00 (PATH_NW_SE), direction 2, length 4 at (2, b) &5422 00 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (0, 0) &5424 10 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (0, 1) &5426 02 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (2, 0) &5428 22 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (2, 2) &542a 04 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (4, 0) &542c 34 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (4, 3) &542e 06 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (6, 0) &5430 36 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (6, 3) &5432 46 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (6, 4) &5434 08 03 ; sprite &03 (SCENERY_RED_WALL) at (8, 0) &5436 48 03 ; sprite &03 (SCENERY_RED_WALL) at (8, 4) &5438 58 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (8, 5) &543a 0a 03 ; sprite &03 (SCENERY_RED_WALL) at (a, 0) &543c 4a 03 ; sprite &03 (SCENERY_RED_WALL) at (a, 4) &543e 6a 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (a, 6) &5440 0c 03 ; sprite &03 (SCENERY_RED_WALL) at (c, 0) &5442 4c 03 ; sprite &03 (SCENERY_RED_WALL) at (c, 4) &5444 7c 04 ; sprite &04 (SCENERY_RED_WALL_BOTTOM_NW_SE) at (c, 7) &5446 0e 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (e, 0) &5448 3e 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (e, 3) &544a 6e 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (e, 6) &544c 9e 25 ; sprite &25 (SCENERY_PATTERNED_WALL_BOTTOM_NW_SE) at (e, 9) &544e a0 37 ; sprite &37 (SCENERY_SEAT_LEFT) at (0, a) &5450 a2 38 ; sprite &38 (SCENERY_SEAT_RIGHT) at (2, a) &5452 b3 37 ; sprite &37 (SCENERY_SEAT_LEFT) at (3, b) &5454 b5 38 ; sprite &38 (SCENERY_SEAT_RIGHT) at (5, b) &5456 d6 37 ; sprite &37 (SCENERY_SEAT_LEFT) at (6, d) &5458 d8 38 ; sprite &38 (SCENERY_SEAT_RIGHT) at (8, d) &545a e0 2d ; sprite &2d (SCENERY_PLANK_LEFT) at (0, e) &545c e2 2e ; sprite &2e (SCENERY_PLANK_RIGHT) at (2, e) &545e d0 22 ; sprite &22 (SCENERY_POT_TWO) at (0, d) &5460 f8 2d ; sprite &2d (SCENERY_PLANK_LEFT) at (8, f) &5462 db 2c ; sprite &2c (SCENERY_CANDLESTICK) at (b, d) &5464 cd 2c ; sprite &2c (SCENERY_CANDLESTICK) at (d, c) &5466 fa 2e ; sprite &2e (SCENERY_PLANK_RIGHT) at (a, f) &5468 67 30 ; sprite &30 (SCENERY_BOX_LEFT) at (7, 6) &546a 69 31 ; sprite &31 (SCENERY_BOX_RIGHT) at (9, 6) &546c 47 30 ; sprite &30 (SCENERY_BOX_LEFT) at (7, 4) &546e 49 31 ; sprite &31 (SCENERY_BOX_RIGHT) at (9, 4) &5470 8a 27 ; sprite &27 (SCENERY_CHEST_LEFT) at (a, 8) &5472 8c 28 ; sprite &28 (SCENERY_CHEST_RIGHT) at (c, 8) &5474 f4 2d ; sprite &2d (SCENERY_PLANK_LEFT) at (4, f) &5476 f6 2e ; sprite &2e (SCENERY_PLANK_RIGHT) at (6, f) &5478 ff ; unused # Unused, copy of &5479 - &559f from 3.LEVEL-B &5479 38 0f 2a 0f 1c 0f 0e 0f d0 05 d1 08 d3 09 e3 08 &5489 e5 09 9b 13 a9 0a ad 13 ba 13 bc 13 c8 13 d9 13 &5499 da 13 eb 13 dd 13 bd 11 cb 13 e8 13 ed 11 e7 0a &54a9 ff a2 f1 a4 f5 94 3d 86 3d 88 3e c8 33 ca 36 b6 &54b9 91 98 8d 9e 35 e3 1e e5 1e db 1e f7 14 e8 14 ea &54c9 02 dd 00 ec 03 f9 04 2b 24 0d 02 2d 02 4d 02 0b &54d9 02 1c 02 3c 02 29 21 27 21 19 1c 59 1d 47 04 35 &54e9 24 43 24 31 3b 30 3a 23 03 22 02 14 02 16 03 21 &54f9 02 00 09 60 03 52 1e 70 0a ff 94 8d a2 f1 8a a8 &5509 80 be 7d 34 f0 03 e2 0f d4 0f c6 0f d7 02 d9 03 &5519 da 1b eb 1e e6 02 e8 03 ac 04 ad 1e 2c 08 2e 09 &5529 40 3a 42 3a 44 3a 46 21 00 3a 02 3a 04 3a 17 0a &5539 06 15 36 15 27 15 38 0a 09 1c 49 1d 21 0b 10 0a &5549 30 0d 70 30 72 2f 55 30 65 2f 5a 04 ff e0 34 e2 &5559 35 e4 36 b0 3e c0 3e c0 9d d0 9d 5c 3e 5a 3c 6a &5569 33 76 3c 86 33 78 3e 94 3e 92 3c a2 33 e5 02 e7 &5579 03 d9 13 cb 08 cd 09 30 3b 22 3b 24 39 26 3b 18 &5589 3b 0a 3b 0c 21 1c 24 0e 21 3e 13 09 1f 01 02 03 &5599 03 10 03 14 04 07 ; scenery_sprite_parts ; scenery_sprite_part_00 &55a0 7f 7f 7f 7f 7f 7f 7f 7f 8f 8f 8f 8f 8f 8f 8f 8f &55b0 0c 0c 0c 0c 0c 0c 0c 0c 00 00 00 00 00 00 00 00 ; scenery_sprite_part_01 &55c0 3f 03 00 00 00 00 00 00 8f 8f 0f 03 00 00 00 00 &55d0 0c 0c 0c 0c 0c 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_02 &55e0 7f 7f 7f 7f 7f 7f 4f 0c 8f 8f 8f 8f 8f 0c 00 00 &55f0 0c 0c 0c 0c 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_03 &5600 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 &5610 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 ; scenery_sprite_part_04 &5620 3c 03 00 00 00 00 00 00 f0 f0 3c 03 00 00 00 00 &5630 f0 f0 f0 f0 3c 03 00 00 f0 f0 f0 f0 f0 f0 3c 03 ; scenery_sprite_part_05 &5640 f0 f0 f0 f0 f0 f0 c3 0c f0 f0 f0 f0 c3 0c 00 00 &5650 f0 f0 c3 0c 00 00 00 00 c3 0c 00 00 00 00 00 00 ; scenery_sprite_part_06 &5660 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &5670 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ; scenery_sprite_part_07 &5680 00 00 00 00 00 00 00 00 03 03 03 12 12 12 10 12 &5690 0f 0f 0f 0f 1e 1e d2 2d 0f 0d 0d 0c 0c 0c 0c 08 ; scenery_sprite_part_08 &56a0 00 00 00 00 00 00 00 00 12 12 12 16 25 78 69 07 &56b0 1e 1e 1e 1e 1e 2d 3c 07 0c 0c 0c 0c 0c 0c 0c 08 ; scenery_sprite_part_09 &56c0 00 00 00 00 00 00 00 00 00 00 00 11 67 8f 8c 8c &56d0 00 11 23 ab af af af af 66 af 2f 23 23 23 23 23 ; scenery_sprite_part_0a &56e0 00 00 00 00 00 00 00 00 8c 8c 8c 8c 9d ef 8f 04 &56f0 af af bf af 8d 0c 00 00 23 67 8f 0c 00 00 00 00 ; scenery_sprite_part_0b &5700 00 00 00 00 00 00 00 00 88 ee 9f 8c 8c 8c 8c 8c &5710 00 00 88 ae bf af af af 00 00 00 00 88 6e 23 23 ; scenery_sprite_part_0c &5720 00 00 00 00 00 00 00 00 8c 8c 66 13 00 00 00 00 &5730 af af af af 2f 11 00 00 23 23 23 23 23 ab 6f 03 ; scenery_sprite_part_0d &5740 00 00 00 00 00 13 33 02 00 01 66 df 08 27 19 8a &5750 55 46 88 23 04 aa 45 04 44 aa 15 89 2e 19 26 8e ; scenery_sprite_part_0e &5760 01 33 23 02 01 11 00 00 99 0a 27 0d 06 0d 07 00 &5770 0a 45 05 0b 0d 0a 0f 03 09 1f 46 2b 8e 0f 0d 07 ; scenery_sprite_part_0f &5780 22 45 15 02 8d 0a 9f 0b 88 22 05 4e 0e 0d 07 0d &5790 00 00 08 0c 06 0a 06 0b 00 00 00 00 00 00 00 00 ; scenery_sprite_part_10 &57a0 04 0f 8a 07 0d 0e 8f 09 0b 05 0b 0d 06 0d 0f 08 &57b0 0f 07 0f 06 0f 0e 0b 04 00 00 00 08 04 0a 04 0a ; scenery_sprite_part_11 &57c0 00 00 00 00 00 00 00 00 10 32 77 23 23 76 13 23 &57d0 00 80 48 08 80 c0 08 80 00 00 00 00 00 00 00 00 ; scenery_sprite_part_12 &57e0 00 00 00 00 00 00 00 00 32 77 12 23 76 32 77 67 &57f0 08 c8 08 80 48 80 84 48 00 00 00 00 03 53 2e 35 ; scenery_sprite_part_13 &5800 00 00 00 00 00 00 00 00 bf 47 fe 7f 36 4f 37 03 &5810 a4 48 e0 c2 85 4a 85 0a 00 00 00 00 00 08 04 08 ; scenery_sprite_part_14 &5820 01 12 12 12 01 00 00 00 b7 7b 3f a7 7f 2f 27 5a &5830 2d 4b 0f bc 7c f8 0f 0f 69 0f c2 c2 86 84 0c 0e ; scenery_sprite_part_15 &5840 00 00 00 00 22 11 11 22 44 22 66 aa 11 11 99 ff &5850 99 bb 22 22 66 44 cc 88 00 00 00 88 00 00 aa 88 ; scenery_sprite_part_16 &5860 00 00 44 66 bb 11 00 00 55 dd 33 33 33 99 dd 77 &5870 99 bb 66 cc 88 ff cc 88 cc 44 00 88 ee 99 44 00 ; scenery_sprite_part_17 &5880 cc ff 33 22 55 88 00 00 33 77 ff ff 33 33 55 77 &5890 bb ff dd cc dd cc aa cc 44 88 88 cc 44 44 00 00 ; scenery_sprite_part_18 &58a0 00 00 00 00 00 00 00 0b 00 00 00 00 00 03 0c 00 &58b0 00 00 00 03 0c 00 00 03 01 03 0d 01 01 03 0d 01 ; scenery_sprite_part_19 &58c0 0c 08 08 0b 0c 08 08 00 00 03 0c 00 00 00 00 00 &58d0 0c 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_1a &58e0 00 00 00 00 00 00 22 11 00 11 00 31 44 8b 04 b9 &58f0 00 00 80 44 9d 20 d5 14 00 00 00 00 00 00 00 00 ; scenery_sprite_part_1b &5900 00 11 11 22 11 00 00 00 c4 8b 89 fd c4 67 0b 05 &5910 a1 8d 03 43 0b 87 0e 05 00 00 08 0c 0a 05 0a 00 ; scenery_sprite_part_1c &5920 00 10 11 33 00 11 64 30 11 64 20 b2 f4 9e 57 fb &5930 80 e2 98 ba e2 c9 1e 1c 00 00 00 c4 88 64 a0 aa ; scenery_sprite_part_1d &5940 33 50 72 44 31 64 22 10 e5 f2 fc be 5f 2d e3 c7 &5950 fd 7a 7d f8 e3 4f 3e fd d4 f8 e6 d1 e4 e8 e6 c0 ; scenery_sprite_part_1e &5960 11 00 00 00 00 00 00 00 eb 61 eb 65 01 01 03 02 &5970 fa 59 6c 2c 08 08 05 0a 62 44 80 00 00 00 00 00 ; scenery_sprite_part_1f &5980 00 22 55 23 57 32 00 13 13 21 31 b8 10 d4 e0 71 &5990 00 ab 11 62 50 71 40 60 00 00 2a 89 22 55 28 51 ; scenery_sprite_part_20 &59a0 22 11 00 00 51 20 bc 55 aa 35 a2 e0 20 b8 30 30 &59b0 20 74 38 64 20 20 60 71 a2 44 04 23 55 ab 57 b2 ; scenery_sprite_part_21 &59c0 ba 34 ab 46 00 00 00 00 f8 f0 90 10 10 10 12 05 &59d0 e0 b0 80 80 08 85 0a 85 e0 c0 00 00 00 04 0a 04 ; scenery_sprite_part_22 &59e0 00 00 00 00 00 00 00 00 0f 5a 2d 5a 2d 25 03 03 &59f0 2d 0f 2d 1e 2d 3c 1e 0f 0e 0e 87 0f 87 87 c3 c3 ; scenery_sprite_part_23 &5a00 01 16 4b 69 4b 78 69 0f 0f 0f 0f 0f 0f 0f d2 d2 &5a10 0f 1e 0f 0f 0f 3c d2 d2 00 0c c2 4a c2 c2 86 86 ; scenery_sprite_part_24 &5a20 4b 78 3c 4b 5a 16 03 00 d2 0f 78 78 0f d2 d2 0f &5a30 c3 1e f0 69 1e d2 c3 0f 0e 4b 86 4b c2 85 0a 04 ; scenery_sprite_part_25 &5a40 00 00 00 00 00 00 00 00 11 32 63 25 c3 5e 25 0a &5a50 83 6d 5e 8f 96 2d 85 0a 00 00 08 08 0c 0a 05 0a ; scenery_sprite_part_26 &5a60 10 10 30 21 21 70 70 f0 78 1e 0f 0f 0f 87 e1 f0 &5a70 08 c2 78 1e 0f 0f 0f 87 00 00 08 c2 78 1e 0f 0f ; scenery_sprite_part_27 &5a80 c3 c3 96 96 b4 96 0f 2d 1e 87 a5 a5 b4 3c 3c 1e &5a90 e1 78 3c 3c 1e 1e 1e 1e 0f 87 e1 f0 f0 f0 b4 f0 ; scenery_sprite_part_28 &5aa0 0f 0c 04 04 05 07 03 01 0f 0d 0a 0d 0a 05 0b 0f &5ab0 1e 1e 0f 0e 0d 0e 0d 0a f0 b4 69 16 01 0a 05 0a ; scenery_sprite_part_29 &5ac0 00 00 00 00 08 c2 78 0f 00 00 00 00 00 00 00 00 &5ad0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_2a &5ae0 0f 4b 1e 87 96 96 87 87 00 00 80 c0 e0 1e 01 08 &5af0 00 00 00 00 00 00 80 48 00 00 00 00 00 00 00 00 ; scenery_sprite_part_2b &5b00 96 f0 f0 87 0d 0a 05 0a 0c f0 f0 1e 05 0a 05 00 &5b10 24 12 81 c1 e0 78 16 01 00 00 80 05 00 82 85 0a ; scenery_sprite_part_2c &5b20 00 00 00 10 30 30 70 70 00 30 f0 f0 f0 96 0f 09 &5b30 70 f0 f0 87 e1 f0 78 1e f0 f0 f0 0f 0f f0 96 96 ; scenery_sprite_part_2d &5b40 34 34 12 03 01 00 00 00 80 f0 f0 f0 3c 0f 03 00 &5b50 07 10 f0 f0 f0 78 0f 07 f0 c3 87 f0 f0 f0 0f 0f ; scenery_sprite_part_2e &5b60 f0 f0 f0 78 e1 c3 86 c0 00 e0 f0 f0 f0 0f 0f 00 &5b70 00 00 80 c0 e0 e0 78 78 00 00 00 00 00 00 00 00 ; scenery_sprite_part_2f &5b80 f0 f0 1e f0 f0 f0 0f 0f 80 f0 f0 f0 e1 0f 0e 00 &5b90 e1 e1 c2 86 0c 08 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_30 &5ba0 00 03 37 27 2f 0f 0b 07 03 37 2b 9f 79 f0 d2 d2 &5bb0 08 8d 9e ad b4 d2 2d 78 0e e1 5a b4 5a f0 f0 f0 ; scenery_sprite_part_31 &5bc0 0b 03 01 01 01 00 00 00 f0 f0 f0 d2 d2 3c 2d 69 &5bd0 f0 f0 b4 a5 5a 1e 3c 4b f0 f0 f0 78 b4 78 f0 f0 ; scenery_sprite_part_32 &5be0 00 00 00 00 00 00 00 00 06 00 00 00 00 00 00 00 &5bf0 0f 2d 07 07 03 03 03 03 f0 78 78 78 78 69 69 68 ; scenery_sprite_part_33 &5c00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5c10 03 07 07 07 07 07 01 01 68 e0 e0 e0 c0 c2 c0 0c ; scenery_sprite_part_34 &5c20 00 0f f0 69 f0 f0 f0 f0 01 1e f0 f0 f0 f0 f0 f0 &5c30 0f f0 5a b4 f0 f0 f0 f0 08 86 c2 4a c2 c2 4a e1 ; scenery_sprite_part_35 &5c40 f0 f0 f0 f0 a5 f0 a5 f0 f0 f0 f0 e1 f0 e1 4b 0f &5c50 f0 f0 f0 b4 78 3c 78 b4 e1 e1 e1 e1 e1 c2 c2 c0 ; scenery_sprite_part_36 &5c60 a5 4b 0f 0f 0f 00 00 00 a5 0f 0f 0c 00 00 00 00 &5c70 1e 1e 1e 07 03 03 07 07 c2 c0 c2 c0 84 c0 c0 84 ; scenery_sprite_part_37 &5c80 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &5c90 0f 1e 1e 34 34 34 07 00 80 84 80 80 80 08 00 00 ; scenery_sprite_part_38 &5ca0 20 70 61 52 70 34 43 f0 00 80 e0 69 f0 a5 f0 3c &5cb0 00 00 00 80 a4 f0 b5 f1 00 00 00 00 08 88 ce cc ; scenery_sprite_part_39 &5cc0 b4 d2 f0 70 10 00 00 00 c3 78 f0 d2 78 70 10 00 &5cd0 f1 2f f6 f7 f7 7f f3 00 cc af f7 f7 f7 e7 2e 00 ; scenery_sprite_part_3a &5ce0 00 11 10 75 51 a8 d4 fa 62 20 54 b1 e8 45 a1 54 &5cf0 a2 b8 76 62 a0 44 b2 fb 00 00 88 40 a2 a8 80 64 ; scenery_sprite_part_3b &5d00 20 c5 e0 8b a8 62 00 00 a0 2f 8d 07 83 45 01 03 &5d10 b1 fa 87 2f 74 31 05 0a 40 ea ec 40 08 00 00 08 ; scenery_sprite_part_3c &5d20 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 &5d30 f0 f0 f1 e1 f0 f0 f0 f0 f0 fe fe 7e be fe 1e f0 ; scenery_sprite_part_3d &5d40 33 33 33 23 23 23 23 23 00 cc bf bf df 4f cf 9f &5d50 00 00 00 cc ff df 4f 5f 00 00 00 00 00 cc cc 4c ; scenery_sprite_part_3e &5d60 23 33 33 00 00 00 00 00 df df cf ff 33 00 00 00 &5d70 df df cf df ef ef 33 00 4c 4c 4c 4c 4c 4c cc cc ; scenery_sprite_part_3f &5d80 00 0c cf ff 3f cf ff 3f 00 00 00 0c cf ff 3f cf &5d90 00 00 00 00 00 0c cf ff 00 00 00 00 00 00 00 0c ; scenery_sprite_part_40 &5da0 03 00 00 00 00 00 00 00 ff 3f 03 00 00 00 00 00 &5db0 3f cf ff 3f 03 00 00 00 cf ff 3f cf ff 3f 03 00 ; scenery_sprite_part_41 &5dc0 00 00 01 01 01 00 00 01 07 7f 8f 8f 7f 0f 8f 6f &5dd0 0c ce 0f 2f ef 0e 0e 0f 00 00 00 00 00 00 00 00 ; scenery_sprite_part_42 &5de0 03 07 07 0f 1f 0f 2f 1f 0f 0f 0f 0f 0f 0f 0f 0f &5df0 0f 0f 0f 0f 0f 0f 0f 0f 08 0c 0c 0e 0e 0e 0e 0e ; scenery_sprite_part_43 &5e00 2f 2f 3f 37 17 03 01 00 0f 0f 0f 8f 0f 8f 0f 07 &5e10 0f 0f 0f 0f 0f 0f 0f 0c 0e 0e 0e 0c 0c 08 00 00 ; scenery_sprite_part_44 &5e20 00 00 23 2b 0f 2b 2b 0f 23 af af af af 0f af 0f &5e30 00 ab 8b ef ab 0f ab 0f 00 8c 8c 8a 0e 8a 8a 0e ; scenery_sprite_part_45 &5e40 0f 0f 07 07 07 03 03 00 a5 69 0f 0f 87 2d 0f 0f &5e50 2d e1 0f 0f 1e 4b 0f 0e 86 0e 0c 0c 0c 08 08 00 ; scenery_sprite_part_46 &5e60 00 00 00 00 01 03 07 01 07 05 0d 0d 0b 0d 0b 05 &5e70 0a 0a 0b 0f 0b 0d 0a 0d 00 00 0a 05 0a 0d 0e 05 ; scenery_sprite_part_47 &5e80 11 67 47 23 13 03 67 77 ef 1f 0f 1f ef 0f 0f ef &5e90 00 8c 8c 08 0c 0e 0e 0f 00 00 00 00 00 00 00 00 ; scenery_sprite_part_48 &5ea0 ff fe fe fe fe fe fe fe ff fa f2 fa f8 f2 fa f8 &5eb0 0f 8f 8f 8f c7 cf cf c7 00 00 00 00 00 00 00 00 ; scenery_sprite_part_49 &5ec0 fe fe ff ff ff ff ff ff fe f6 fe fd fb ff ff ff &5ed0 cf cf cf cf cf cf cf cf 00 00 00 00 00 00 00 00 ; scenery_sprite_part_4a &5ee0 ff ff ff 77 77 33 33 11 ff ff ff ff ff ef ff ef &5ef0 8f 8e 0f 8f 0f 0f 0f 0f 00 00 0c 0e 0f 0f 0f 0e ; scenery_sprite_part_4b &5f00 11 00 00 00 00 00 00 11 08 df 77 75 ff ff 77 df &5f10 88 4e 8c ef e5 e5 ef ce 00 00 00 00 00 00 00 00 ; scenery_sprite_part_4c &5f20 11 11 11 11 00 11 11 11 9f de de ef ff ff 7f f1 &5f30 4e 80 80 c0 ef bf ce 6f 00 00 00 00 00 08 00 00 ; scenery_sprite_part_4d &5f40 11 33 77 57 00 11 11 11 79 bd 6b 6b d7 bf 7b 7f &5f50 6f 6f ef ce 08 ce ce 08 00 00 00 00 00 00 00 00 ; scenery_sprite_part_4e &5f60 11 11 00 00 00 11 11 00 79 bc de 56 de bc bc ff &5f70 08 8c 46 9d 11 33 67 ce 00 00 00 08 08 08 00 00 ; scenery_sprite_part_4f &5f80 2d 2d 2d 2d 2d 2d 2d 2d 96 e1 d2 d2 f0 c3 d2 f0 &5f90 96 69 d2 5a 78 d2 5a 78 96 f0 5a 5a 78 d2 5a 78 ; scenery_sprite_part_50 &5fa0 3c 03 00 00 00 00 00 00 3c c3 3c 03 00 00 00 00 &5fb0 96 e1 3c c3 3c 03 00 00 96 f0 5a d2 3c c3 3c 03 ; scenery_sprite_part_51 &5fc0 00 00 00 00 00 00 00 00 01 01 01 01 01 01 01 01 &5fd0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_52 &5fe0 00 03 12 1e 69 78 1e 4b 0f f0 f0 f0 3c 87 e1 78 &5ff0 08 86 e1 f0 f0 f0 3c 87 00 00 08 86 e1 f0 f0 f0 ; scenery_sprite_part_53 &6000 5a 5a 5a 5a 5a 5a 78 3c 1e 4b 78 78 78 78 78 f0 &6010 e1 78 1e c3 f8 f8 f0 f0 3c 87 e1 78 1e 87 a5 a5 ; scenery_sprite_part_54 &6020 03 00 00 00 00 00 00 00 f0 3c 03 00 00 00 00 00 &6030 f0 f0 f0 3c 03 00 00 00 a5 a5 a5 a5 e1 3c 03 00 ; scenery_sprite_part_55 &6040 00 00 00 00 08 86 e1 f0 00 00 00 00 00 00 08 86 &6050 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_56 &6060 f0 c3 1e b4 a5 0f b4 b4 69 69 e1 87 2d e1 e1 e1 &6070 00 00 00 00 00 00 00 08 00 00 00 00 00 00 00 00 ; scenery_sprite_part_57 &6080 b4 b4 b4 b4 b4 f0 e1 0e e1 e1 e1 e1 e1 86 0d 0a &6090 00 08 04 08 04 08 04 08 00 00 00 00 00 00 00 00 ; scenery_sprite_part_58 &60a0 0a 05 0a 05 0a 05 0a 05 0a 05 0a 05 0a 05 0a 05 &60b0 0a 05 0a 05 0a 05 0a 05 0a 05 0a 05 0a 05 0a 05 ; scenery_sprite_part_59 &60c0 00 00 00 11 11 11 11 11 77 99 88 dd dd dd cc 99 &60d0 00 88 cc cc cc aa 22 22 00 00 00 00 00 00 00 00 ; scenery_sprite_part_5a &60e0 11 11 00 00 00 00 00 00 11 bb bb bb 77 33 00 00 &60f0 aa ee ee cc cc 88 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_5b &6100 11 33 11 00 22 bb 77 33 dd ff fa f8 fe ff f7 f8 &6110 00 cc ff ff f7 51 cc c4 00 00 00 00 88 88 00 00 ; scenery_sprite_part_5c &6120 00 3f 0f 0f 0f 03 00 00 7b f1 fc 3c 0f 0f 0f 03 &6130 08 c0 c3 0f 0f 0f 0c 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_5d &6140 00 00 00 00 00 00 00 00 11 11 11 11 11 11 11 11 &6150 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_5e &6160 00 00 00 00 00 00 00 00 11 11 00 03 01 01 01 01 &6170 00 00 00 08 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_5f &6180 00 00 00 00 00 00 00 00 01 01 01 03 01 03 02 02 &6190 00 00 00 08 00 08 08 08 00 00 00 00 00 00 00 00 ; scenery_sprite_part_60 &61a0 00 00 00 03 3c 4b 78 78 00 03 3c f0 f0 f0 3c c3 &61b0 0c c3 f0 f0 b4 f0 f0 f0 00 00 0c c3 f0 f0 b4 f0 ; scenery_sprite_part_61 &61c0 10 00 00 00 00 00 00 00 f0 70 10 00 00 00 00 00 &61d0 3c c3 f0 70 10 00 00 00 f0 f0 3c c3 f0 70 10 00 ; scenery_sprite_part_62 &61e0 00 00 00 00 0c c3 f0 f0 00 00 00 00 00 00 0c c3 &61f0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_63 &6200 b4 f0 f0 f0 3c c3 e1 61 f0 f0 f0 c3 3c f0 f0 c0 &6210 0c c3 2d e1 e1 c0 00 00 00 00 00 08 04 00 00 00 ; scenery_sprite_part_64 &6220 0c 0f 3f 3f 3f 3f 3f 0f 00 00 0c 8f bf bf bf bf &6230 00 00 00 00 0c cf ef ef 00 00 00 00 00 00 0c cf ; scenery_sprite_part_65 &6240 3f 3f 3f 3f 3f 3f 3f 0f 3f 8f bf bf bf bf bf bf &6250 ef ef 2f cf ef ef ef ef ef ef ef ef 2f cf ef ef ; scenery_sprite_part_66 &6260 0f 03 00 00 00 00 00 00 3f 0f 0f 03 00 00 00 00 &6270 ef ef 2f 0f 0f 03 00 00 ef ef ef ef 2f 0f 0f 03 ; scenery_sprite_part_67 &6280 00 00 00 00 00 00 00 00 00 00 00 00 00 01 01 01 &6290 00 00 00 01 07 0f e1 96 00 01 07 0f 0f 0f 0f 87 ; scenery_sprite_part_68 &62a0 00 00 00 00 00 00 00 00 01 01 01 01 01 01 01 01 &62b0 87 87 87 87 87 87 87 87 69 1e 4b 4b 4b cb 6b 4b ; scenery_sprite_part_69 &62c0 00 00 00 00 00 00 00 00 01 01 01 01 01 01 01 01 &62d0 87 87 87 87 87 87 87 87 4b 4b 4b 4b 4b 4b 4b 4b ; scenery_sprite_part_6a &62e0 00 00 00 00 00 00 00 00 01 01 00 00 00 00 00 00 &62f0 0f 0b 00 00 00 00 00 00 4b 0f 0f 03 00 00 00 00 ; scenery_sprite_part_6b &6300 07 0f 0f 0f 0f 0f 0f 0f 0c 0f 0f 0f 0f 0f 0f 0f &6310 00 00 0c 0f 0f 0f 0f 0f 00 00 00 00 0c 0f 0f c3 ; scenery_sprite_part_6c &6320 0f 87 69 1e 1e 1e 1e 1e 0f 0f 3c 4b 4b 4b 4b 4b &6330 3c c3 0f 2f 0f 2f 2f 1f 0f 0f 0f 0f 0f 0f 0f 0f ; scenery_sprite_part_6d &6340 1e 1e 1e 1e 1e 1e 1e 1e 4b 4b 4b 4b 4b 4b 4b 4b &6350 1f 4f 2f 0f 1f 2f 0f 2f 0f 0f 0f 0f 0f 0f 0f 0f ; scenery_sprite_part_6e &6360 1e 1e 1e 1e 0f 03 00 00 4b 4b 4b 4b 0f 0f 0c 0c &6370 0f 0f 0f 0f 0c 00 00 00 0f 0f 0f 03 00 00 00 00 ; scenery_sprite_part_6f &6380 00 00 00 00 00 00 00 00 ff ff ff ff ff ff ff ff &6390 ff ff ff ff ff ff ff ff 08 08 08 08 08 08 08 08 ; scenery_sprite_part_70 &63a0 00 00 00 00 00 00 00 00 ff ff 7f 57 07 02 00 00 &63b0 ff ff ff ff bf 3f 07 01 08 08 08 08 08 08 08 08 ; scenery_sprite_part_71 &63c0 00 00 03 2d 1e 0f 0f 0f 03 0f 0f 0f 87 69 1e 0f &63d0 0c 0f 0f 0f 0f 0f 87 69 00 00 0c 0f 0f 0f 0f 0f ; scenery_sprite_part_72 &63e0 0d 0c 00 00 00 00 00 00 0f 07 01 00 00 00 00 00 &63f0 1e 0f 0f 07 01 00 00 00 96 69 0f 0f 0f 06 06 06 ; scenery_sprite_part_73 &6400 00 00 00 00 0c 0f 1e 69 00 00 00 00 00 00 0c 0c &6410 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_74 &6420 87 0f 0f 0e 08 00 00 00 0c 0c 0c 0c 0c 00 00 00 &6430 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_75 &6440 30 30 30 30 30 30 30 00 33 77 7f 77 33 b3 40 00 &6450 00 00 b8 bc b8 30 30 30 00 00 00 00 00 00 80 40 ; scenery_sprite_part_76 &6460 2d 2d 2d 3c 0f 3c c3 0c 96 f0 c3 3c c3 0c 00 00 &6470 c3 3c c3 0c 00 00 00 00 c3 0c 00 00 00 00 00 00 ; scenery_sprite_part_77 &6480 00 00 00 00 00 00 00 00 01 03 12 03 03 17 27 37 &6490 4b a5 4b e1 b4 5e 1e 1e 00 00 00 08 08 0c 84 0c ; scenery_sprite_part_78 &64a0 00 00 00 00 00 00 00 00 37 37 3f 7b 7b 7b 7b 7b &64b0 b4 78 2d 5a 2d 5a 2d 5a 08 0e c2 0f e1 0f 69 0f ; object_sprites ; object_sprite_00 (OBJECT_ROPE) &64c0 33 47 9d ab aa 8a 7f 07 cc 2e 9b 5d 55 9d 2b 46 ; object_sprite_01 (OBJECT_FLOWER) &64d0 00 33 13 01 11 23 46 8c 60 d0 a0 50 65 46 04 00 ; object_sprite_02 (OBJECT_GUN) &64e0 d0 f0 f0 c3 e1 c2 c0 0c 40 f1 4b 04 00 00 00 00 ; object_sprite_03 (OBJECT_BOTTLE) &64f0 00 66 f9 f9 f9 f9 6f 06 00 00 00 fe fe 0f 00 00 ; object_sprite_04 (OBJECT_KEY) &6500 00 00 00 ff 4f ee ae aa 22 57 55 af 5f 55 27 02 ; object_sprite_05 (OBJECT_CLAW) &6510 73 f1 f1 f1 f1 6b 06 00 cc ee ff ff 1f 11 32 20 ; object_sprite_06 (OBJECT_GLOVE) &6520 00 30 10 f0 10 70 10 30 10 b0 f0 e0 d0 e0 80 00 ; object_sprite_07 (OBJECT_AMULET) &6530 10 10 10 10 01 00 00 00 b0 1a 10 90 a1 7a 72 07 ; object_sprite_08 (OBJECT_APPLE) &6540 30 21 13 33 33 33 13 01 60 8e cc c8 e8 e8 c2 0c ; object_sprite_09 (OBJECT_SCROLL) &6550 33 22 11 11 33 33 88 77 ee 11 ee ee cc cc 22 cc ; object_sprite_0a (OBJECT_HINT) &6560 00 00 00 10 00 70 e0 00 00 00 80 a0 00 00 40 80 ; object_sprite_0b (OBJECT_WEAPON_BOMB) &6570 00 00 00 00 10 10 01 00 00 00 00 80 c0 c0 84 08 ; object_sprite_0c (OBJECT_WEAPON_STAR) &6580 00 00 11 01 33 23 02 00 00 00 88 aa ee 8e cc 0c ; object_sprite_0d (OBJECT_WEAPON_NUNCHAKU) &6590 00 00 00 00 03 37 07 07 00 00 00 0e ce 8e 0c 08 ; object_sprite_0e (OBJECT_WEAPON_SWORD) &65a0 00 55 37 57 05 00 00 00 00 00 00 88 cc 6e 37 03 ; object_sprite_0f (OBJECT_WEAPON_STICK) &65b0 00 00 00 10 30 61 c2 0c 30 61 c2 84 08 00 00 00 ; exits_destination_y &65c0 4c 2c 34 1a 2c 60 1c 2c 2c 58 58 2c 20 38 30 18 &65d0 60 48 14 20 48 18 60 48 20 10 50 00 00 00 00 00 &65e0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &65f0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; exits_destination_x &6600 00 1a 00 1a 00 14 00 1a 00 1a 00 1a 1a 00 00 00 &6610 14 00 1a 00 1a 00 1a 00 1a 00 00 00 00 00 00 00 &6620 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &6630 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; initial_player_x &6640 09 ; initial_player_y &6641 5b ; initial_player_direction &6642 01 ; unused &6643 00 00 00 00 00 00 00 00 00 00 00 00 00 ; enemy_projectile_sprite &6650 00 00 03 13 3b 13 4d 13 67 d8 67 ac 10 2b 22 2b ; deadly_floor_sprite &6660 34 2b 46 2b 58 2b 6a 2b 7c 2b 8e 2b 50 2c 62 2c &6670 86 2c 56 2d 96 2e 54 29 94 2a 98 2c aa 2c bc 2c &6680 ce 2c 44 3c 54 33 46 35 c0 3d d0 3d e0 3d c2 3e &6690 e2 35 d4 3e f4 33 d6 3d f6 35 d8 3e f8 35 ea 3f ; unused # Unused, copy of &66a0 - &66df from 3.LEVEL-B &66a0 fa 36 91 0f 30 1c 70 1d 90 0a c6 0f e9 0f 89 19 &66b0 c8 17 ca 18 bc 11 be 12 db 13 dd 13 ec 13 ff 7f ; room_data_addresses_low ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &66c0 20 8f 06 6d d6 39 98 05 58 e3 4a cf 32 93 12 53 ; &00 # Only room types &00 - &0e used &66d0 a8 ff 50 ab 04 57 52 60 60 00 00 00 00 00 00 00 ; &10 ; room_data_addresses_high ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &66e0 4e 4e 4f 4f 4f 50 50 51 51 51 52 52 53 53 54 53 ; &00 &66f0 53 53 54 54 55 55 66 66 66 00 00 00 00 00 00 00 ; &10 LEVEL_INNER_SANCTUM data ======================== ; 6.LEVEL-A ; 000400 000400 000400 ; object &00 (&0540) room &07, x &a, y &6, OBJECT_BOTTLE ; object &01 (&0541) room &0a, x &c, y &3, OBJECT_ENEMY | ENEMY_BOSS ; object &02 (&0542) room &0e, x &a, y &9, OBJECT_SCROLL ; object &03 (&0543) room &01, x &6, y &8, OBJECT_ENEMY | ENEMY_VERY_FAST | ENEMY_HANDS ; object &04 (&0544) room &03, x &4, y &9, OBJECT_ENEMY | ENEMY_VERY_FAST | ENEMY_HANDS ; object &05 (&0545) room &04, x &6, y &5, OBJECT_ENEMY | ENEMY_VERY_FAST | ENEMY_SWORD ; object &06 (&0546) room &05, x &6, y &8, OBJECT_ENEMY | ENEMY_VERY_FAST | ENEMY_NUNCHAKU ; object &07 (&0547) room &06, x &6, y &8, OBJECT_ENEMY | ENEMY_VERY_FAST | ENEMY_STICK ; object &08 (&0548) room &08, x &5, y &6, OBJECT_ENEMY | ENEMY_VERY_FAST | ENEMY_HANDS ; object &09 (&0549) room &0c, x &8, y &7, OBJECT_ENEMY | ENEMY_VERY_FAST | ENEMY_STICK ; object &0a (&054a) room &0d, x &3, y &5, OBJECT_ENEMY | ENEMY_VERY_FAST | ENEMY_NUNCHAKU ; trigger &00 (&0510) room &09, x &13, y &09, TRIGGER_SANCTUM # Open secret passage ; trigger &01 (&0511) room &0a, x &13, y &0a, TRIGGER_MAGIC ; trigger &02 (&0512) room &0a, x &13, y &0b, TRIGGER_MAGIC ; trigger &03 (&0513) room &0a, x &13, y &0c, TRIGGER_MAGIC ; trigger &04 (&0514) room &0a, x &13, y &0d, TRIGGER_MAGIC ; trigger &05 (&0515) room &0a, x &13, y &0e, TRIGGER_MAGIC ; trigger &06 (&0516) room &0b, x &ff, y &1e, TRIGGER_SANCTUM # Activate archer statue ; exits_room_and_position &0400 00 21 81 22 a1 23 83 24 a3 25 a5 26 a6 20 86 27 &0410 85 28 08 29 09 2a 0a 2b 0b 0c 2c 4d 2d ff ff ff &0420 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &0430 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ; exits_destination_room &0440 01 60 22 41 03 61 24 43 05 63 06 65 00 66 27 46 &0450 28 45 29 48 2a 49 2b 6a 6c 4b 6d 0c 2e ff ff ff &0460 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &0470 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ; enemies_and_objects_types &0480 03 1c 09 18 18 1a 19 1b 18 1b 19 00 00 00 00 00 &0490 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; rooms_visited &04a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &04b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; level_title_string &04c0 1c 03 09 0b 03 ; define text window x:(&03, &0b), y:(&03, &09) &04c5 11 80 ; COLOUR 128 &04c7 0c ; CLS &04c8 11 02 ; COLOUR 2 &04ca 1a ; restore default windows &04cb 1f 06 05 ; TAB(&06, &05) &04ce 54 48 45 ; "THE" &04d1 1f 06 06 ; TAB(&06, &06) &04d4 4c 41 53 54 20 ; "LAST " &04d9 1f 06 07 ; TAB(&06, &07) &04dc 4e 49 4e 4a 41 ; "NINJA" &04e1 0d ; title_screen_text_colours &04e2 02 00 03 03 03 03 03 03 03 03 03 03 03 00 01 01 ; unused &04f2 fd fe 20 ff fe ff 20 fe 20 fd 20 fe 20 0d ; triggers_x &0500 13 13 13 13 13 13 ff 00 00 00 00 00 00 00 00 00 ; triggers_room &0510 a9 2a 2a 2a 2a 2a ab 1f 1f 1f 1f 1f 1f 1f 1f 1f ; enemies_and_objects_locations &0520 6a 3c 9a 86 94 56 86 86 65 78 53 ff ff ff ff ff &0530 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ; enemies_and_objects_rooms &0540 07 0a 0e 01 03 04 05 06 08 0c 0d 1f 1f 1f 1f 1f &0550 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f 1f ; player_back_buffer &0560 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0570 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0580 0c 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0590 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05c0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05d0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &05e0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; enemy_or_object_back_buffer &05f0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0600 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0610 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0620 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0630 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0640 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0650 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0660 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &0670 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; dragon_breath_sprite &0680 00 00 00 77 fc 11 00 00 00 00 fa f0 f0 fc 73 00 &0690 00 f2 f7 fd f3 f5 fb 10 76 cc ea 80 cc c4 f7 ba &06a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &06b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; triggers_y &06c0 09 0a 0b 0c 0d 0e 1e 0f 0f 0f 0f 0f 0f 0f 0f 0f ; find_sprite &06d0 ff 74 66 74 64 64 20 00 55 f5 75 75 75 75 20 00 &06e0 bb d5 d5 f5 f5 f5 a0 00 88 c4 e4 e4 e4 ec c0 00 ; suggested_objects # Unused, copy of &06f0 - &06f7 from 3.LEVEL-A &06f0 0c 01 07 08 0c 01 07 08 ; unused &06f8 0c 01 07 08 0c 01 07 08 ; sprite &00 : part_00 part_01 part_02 part_02 ; SCENERY_RED_BLACK_WALL_NW_SE_TOP ; sprite &01 : part_78 ; SCENERY_RED_PATCH ; sprite &02 : part_07 part_07 part_07 part_07 ; SCENERY_DITHERED_WALL ; sprite &03 : part_03 part_03 part_03 part_04 ; SCENERY_RED_WALL_NW_SE_BOTTOM ; sprite &04 : part_03 part_03 part_03 part_05 ; SCENERY_RED_WALL_SW_NE_BOTTOM ; sprite &05 : part_02 part_02 part_02 part_6c ; SCENERY_DITHERED_WALL_SW_NE_BOTTOM ; sprite &06 : part_06 part_06 part_06 part_7e ; SCENERY_YELLOW_WALL_SW_NE_BOTTOM ; sprite &07 : part_06 part_06 part_06 part_7c ; SCENERY_YELLOW_WALL_NW_SE_BOTTOM ; sprite &08 : part_02 part_02 part_02 part_6d ; SCENERY_DITHERED_WALL_NW_SE_BOTTOM ; sprite &09 : part_08 part_08 part_08 part_0a ; SCENERY_PATTERNED_WALL_SW_NE_BOTTOM ; sprite &0a : part_08 part_08 part_08 part_09 ; SCENERY_PATTERNED_WALL_NW_SE_BOTTOM ; sprite &0b : part_0b part_0b part_0b part_0c ; SCENERY_DRAPE_NW_SE (unused) ; sprite &0c : part_0d ; SCENERY_RED_SPOT ; sprite &0d : part_0e part_0f part_10 part_11 ; SCENERY_DRAGON_STATUE ; sprite &0e : part_12 part_13 part_14 part_15 ; SCENERY_POT_ONE ; sprite &0f : part_16 part_17 ; SCENERY_PLANT_IN_BOX ; sprite &10 : part_18 part_19 part_19 part_1a ; SCENERY_WINDOW_NW_SE ; sprite &11 : part_1b part_1c part_1c part_1d ; SCENERY_WINDOW_SW_NE ; sprite &12 : part_1e part_1f part_20 part_21 ; SCENERY_CANDLESTICK ; sprite &13 : part_22 part_20 part_20 part_20 ; SCENERY_AXE_VERTICAL ; sprite &14 : part_23 part_20 part_20 part_20 ; SCENERY_SWORD ; sprite &15 : part_30 part_31 part_32 ; SCENERY_POT_TWO ; sprite &16 : part_33 part_34 ; SCENERY_PLANK_LEFT ; sprite &17 : part_35 part_36 ; SCENERY_PLANK_RIGHT ; sprite &18 : part_37 part_38 part_39 ; SCENERY_BENCH_LEFT ; sprite &19 : part_3a part_3b part_3c ; SCENERY_BENCH_RIGHT ; sprite &1a : part_3d part_20 ; SCENERY_SPEAR_TOP_ONE ; sprite &1b : part_3e part_3f ; SCENERY_SPEAR_TOP_TWO ; sprite &1c : part_40 part_41 ; SCENERY_SPEAR_TOP_THREE ; sprite &1d : part_42 part_43 ; SCENERY_RED_SHIELD ; sprite &1e : part_44 part_45 ; SCENERY_SMALL_POT ; sprite &1f : part_2e part_2f ; SCENERY_YELLOW_STRIPES_NW_SE ; sprite &20 : part_46 part_47 part_48 part_49 ; SCENERY_POT_THREE ; sprite &21 : part_20 part_4a part_4b part_20 ; SCENERY_BANNER ; sprite &22 : part_20 part_20 ; SCENERY_POLE ; sprite &23 : part_20 part_4c part_20 ; SCENERY_POLE_WITH_HANDLE ; sprite &24 : part_4d part_4e part_4f ; SCENERY_POT_FOUR ; sprite &25 : part_50 part_51 part_52 ; SCENERY_CHEST_LEFT ; sprite &26 : part_53 part_54 part_55 ; SCENERY_CHEST_RIGHT ; sprite &27 : part_56 ; SCENERY_BLACK_LINE_NW_SE ; sprite &28 : part_57 ; SCENERY_BLACK_LINE_SW_NE ; sprite &29 : part_58 part_59 ; SCENERY_STAND_BOTTOM ; sprite &2a : part_58 part_58 part_58 part_58 ; SCENERY_STAND_MIDDLE ; sprite &2b : part_5a part_5b ; SCENERY_POT_FIVE ; sprite &2c : part_5c part_5d ; SCENERY_POT_SIX ; sprite &2d : part_5e part_5f ; SCENERY_FLOWERS ; sprite &2e : part_60 part_61 part_62 part_63 ; SCENERY_WARRIOR ; sprite &2f : part_70 part_71 part_03 part_04 ; SCENERY_RED_STRIPES_NW_SE (unused) ; sprite &30 : part_24 part_25 part_26 part_27 ; SCENERY_BOX_LEFT ; sprite &31 : part_28 part_29 part_2a part_2b ; SCENERY_BOX_RIGHT ; sprite &32 : part_2c part_2d ; SCENERY_YELLOW_PLATE_NW_SE ; sprite &33 : part_7c ; SCENERY_PATH_BOTTOM_LEFT_ONE ; sprite &34 : part_7d part_7c ; SCENERY_PATH_BOTTOM_LEFT_TWO ; sprite &35 : part_7d part_7e ; SCENERY_PATH_BOTTOM_RIGHT_TWO (unused) ; sprite &36 : part_7e ; SCENERY_PATH_BOTTOM_RIGHT_ONE (unused) ; sprite &37 : part_72 part_73 part_74 part_75 ; SCENERY_ARCHER_TOP ; sprite &38 : part_76 part_77 ; SCENERY_ARCHER_BOTTOM ; sprite &39 : part_64 part_65 part_66 part_67 ; SCENERY_CHEST_TWO_LEFT ; sprite &3a : part_68 part_69 part_6a part_6b ; SCENERY_CHEST_TWO_RIGHT ; sprite &3b : part_6e part_6e part_6e part_6f ; SCENERY_YELLOW_RED_STRIPES_BOTTOM_NW_SE ; sprite &3c : part_7b ; SCENERY_PATH_TOP_LEFT_ONE ; sprite &3d : part_7b part_7d ; SCENERY_PATH_TOP_LEFT_TWO ; sprite &3e : part_7a part_7d ; SCENERY_PATH_TOP_RIGHT_TWO ; sprite &3f ; part_7a ; SCENERY_PATH_TOP_RIGHT_ONE ; scenery_sprites_parts_table ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &0700 00 78 07 03 03 02 06 06 02 08 08 0b 0d 0e 12 16 ; &00 &0710 18 1b 1e 22 23 30 33 35 37 3a 3d 3e 40 42 44 2e ; &10 &0720 46 20 20 20 4d 50 53 56 57 58 58 5a 5c 5e 60 70 ; &20 &0730 24 28 2c 7c 7d 7d 7e 72 76 64 68 6e 7b 7b 7a 7a ; &30 &0740 01 ff 07 03 03 02 06 06 02 08 08 0b ff 0f 13 17 ; &40 &0750 19 1c 1f 20 20 31 34 36 38 3b 20 3f 41 43 45 2f ; &50 &0760 47 4a 20 4c 4e 51 54 ff ff 59 58 5b 5d 5f 61 71 ; &60 &0770 25 29 2d ff 7c 7e ff 73 77 65 69 6e ff 7d 7d ff ; &70 &0780 02 ff 07 03 03 02 06 06 02 08 08 0b ff 10 14 ff ; &80 &0790 19 1c 20 20 20 32 ff ff 39 3c ff ff ff ff ff ff ; &90 &07a0 48 4b ff 20 4f 52 55 ff ff ff 58 ff ff ff 62 03 ; &a0 &07b0 26 2a ff ff ff ff ff 74 ff 66 6a 6e ff ff ff ff ; &b0 &07c0 02 ff 07 04 05 6c 7e 7c 6d 0a 09 0c ff 11 15 ff ; &c0 &07d0 1a 1d 21 20 20 ff ff ff ff ff ff ff ff ff ff ff ; &d0 &07e0 49 20 ff ff ff ff ff ff ff ff 58 ff ff ff 63 04 ; &e0 &07f0 27 2b ff ff ff ff ff 75 ff 67 6b 6f ff ff ff ff ; &f0 ; 6.LEVEL-B ; 004c20 004c20 001ae0 ; path_sprite_0 # NW to SE path &4c20 ff 33 00 00 00 00 00 00 ff ff ff 33 00 00 00 00 &4c30 ff ff ff ff ff 33 00 00 ff ff ff ff ff ff ff 33 &4c40 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c50 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c60 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c70 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4c80 00 cc ff ff ff ff ff ff 00 00 00 cc ff ff ff ff &4c90 00 00 00 00 00 cc ff ff 00 00 00 00 00 00 00 cc ; path_sprite_1 # SW to NE path &4ca0 00 00 00 00 00 00 33 ff 00 00 00 00 33 ff ff ff &4cb0 00 00 33 ff ff ff ff ff 33 ff ff ff ff ff ff ff &4cc0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4cd0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4ce0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4cf0 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &4d00 ff ff ff ff ff ff cc 00 ff ff ff ff cc 00 00 00 &4d10 ff ff cc 00 00 00 00 00 cc 00 00 00 00 00 00 00 ; path_sprite_2 # NW to SE red path &4d20 f0 30 00 00 00 00 00 00 f0 f0 f0 30 00 00 00 00 &4d30 f0 f0 f0 f0 f0 30 00 00 f0 f0 f0 f0 f0 f0 f0 30 &4d40 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 &4d50 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 &4d60 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 &4d70 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 &4d80 c0 f0 f0 f0 f0 f0 f0 f0 00 00 c0 f0 f0 f0 f0 f0 &4d90 00 00 00 00 c0 f0 f0 f0 00 00 00 00 00 00 c0 f0 ; path_obstacle_values &4da0 00 ; OBSTACLE_NONE &4da1 00 ; OBSTACLE_NONE &4da2 00 ; OBSTACLE_NONE ; passable_scenery_sprite_parts &4da3 0d 56 57 33 33 33 33 35 64 00 3a 33 33 ; room_types ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &4db0 00 01 02 03 04 05 06 07 08 09 0a 0b 0c 0d 0e 0f ; &00 # Only rooms &00 - &0e used &4dc0 0f 0b 10 11 12 13 14 15 16 00 00 00 00 00 00 00 ; &10 ; title_screen_string_one &4dd0 1f 00 0b ; TAB(&00, &0b) &4dd3 11 81 ; COLOUR 129 &4dd5 43 2e 31 39 38 38 20 53 55 50 45 52 49 4f 52 ; "C.1988 SUPERIOR" &4de4 0d ; unused &4de5 0d 0d 0d ; title_screen_string_two &4de8 1f 00 0b ; TAB(&00, &0b) &4deb 11 81 ; COLOUR 129 &4ded 62 79 20 20 50 45 54 45 52 20 53 43 4f 54 54 ; "by PETER SCOTT" &4dfc 0d ; unused &4dfe 0d 0d 0d ; title_screen_string_three &4e00 1f 00 0b ; TAB(&00, &0b) &4e03 11 81 ; COLOUR 129 &4e05 66 6f 72 20 44 59 4c 41 4e 20 47 41 4d 45 53 ; "for DYLAN GAMES" &4e14 0d ; unused &4e15 0d 0d 0d 00 00 00 00 00 00 00 00 ; room_type_00_data &4e20 a0 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (0, a) &4e22 b2 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (2, b) &4e24 c4 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (4, c) &4e26 d6 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (6, d) &4e28 e8 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (8, e) &4e2a fa 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (a, f) &4e2c e0 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (0, e) &4e2e f2 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (2, f) &4e30 00 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (0, 0) &4e32 20 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (0, 2) &4e34 32 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (2, 3) &4e36 02 07 ; sprite &07 (SCENERY_YELLOW_WALL_NW_SE_BOTTOM) at (2, 0) &4e38 22 07 ; sprite &07 (SCENERY_YELLOW_WALL_NW_SE_BOTTOM) at (2, 2) &4e3a 12 0d ; sprite &0d (SCENERY_DRAGON_STATUE) at (2, 1) &4e3c 04 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (4, 0) &4e3e 34 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (4, 3) &4e40 44 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (4, 4) &4e42 06 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (6, 0) &4e44 36 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (6, 3) &4e46 56 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (6, 5) &4e48 08 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (8, 0) &4e4a 38 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (8, 3) &4e4c 68 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (8, 6) &4e4e 0a 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (a, 0) &4e50 3a 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (a, 3) &4e52 6a 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (a, 6) &4e54 7a 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (a, 7) &4e56 8c 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (c, 8) &4e58 0c 07 ; sprite &07 (SCENERY_YELLOW_WALL_NW_SE_BOTTOM) at (c, 0) &4e5a 3c 07 ; sprite &07 (SCENERY_YELLOW_WALL_NW_SE_BOTTOM) at (c, 3) &4e5c 6c 07 ; sprite &07 (SCENERY_YELLOW_WALL_NW_SE_BOTTOM) at (c, 6) &4e5e 7c 07 ; sprite &07 (SCENERY_YELLOW_WALL_NW_SE_BOTTOM) at (c, 7) &4e60 3e 07 ; sprite &07 (SCENERY_YELLOW_WALL_NW_SE_BOTTOM) at (e, 3) &4e62 6e 07 ; sprite &07 (SCENERY_YELLOW_WALL_NW_SE_BOTTOM) at (e, 6) &4e64 8e 07 ; sprite &07 (SCENERY_YELLOW_WALL_NW_SE_BOTTOM) at (e, 8) &4e66 0e 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (e, 0) &4e68 3e 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (e, 3) &4e6a 6e 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (e, 6) &4e6c 9e 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (e, 9) &4e6e 65 30 ; sprite &30 (SCENERY_BOX_LEFT) at (5, 6) &4e70 67 31 ; sprite &31 (SCENERY_BOX_RIGHT) at (7, 6) &4e72 45 30 ; sprite &30 (SCENERY_BOX_LEFT) at (5, 4) &4e74 47 31 ; sprite &31 (SCENERY_BOX_RIGHT) at (7, 4) &4e76 06 13 ; sprite &13 (SCENERY_AXE_VERTICAL) at (6, 0) &4e78 18 13 ; sprite &13 (SCENERY_AXE_VERTICAL) at (8, 1) &4e7a 17 1a ; sprite &1a (SCENERY_SPEAR_TOP_ONE) at (7, 1) &4e7c 1c 1f ; sprite &1f (SCENERY_YELLOW_STRIPES_NW_SE) at (c, 1) &4e7e 8c 1f ; sprite &1f (SCENERY_YELLOW_STRIPES_NW_SE) at (c, 8) &4e80 4c 32 ; sprite &32 (SCENERY_YELLOW_PLATE_NW_SE) at (c, 4) &4e82 ff ; room_type_01_data &4e83 ab 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (b, a) &4e85 bb 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (b, b) &4e87 9d 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (d, 9) &4e89 bd 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (d, b) &4e8b c0 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (0, c) &4e8d d2 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (2, d) &4e8f e4 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (4, e) &4e91 f6 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (6, f) &4e93 00 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (0, 0) &4e95 20 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (0, 2) &4e97 02 07 ; sprite &07 (SCENERY_YELLOW_WALL_NW_SE_BOTTOM) at (2, 0) &4e99 32 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (2, 3) &4e9b 22 07 ; sprite &07 (SCENERY_YELLOW_WALL_NW_SE_BOTTOM) at (2, 2) &4e9d 04 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (4, 0) &4e9f 34 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (4, 3) &4ea1 44 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (4, 4) &4ea3 06 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (6, 0) &4ea5 36 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (6, 3) &4ea7 46 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (6, 4) &4ea9 08 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (8, 0) &4eab 38 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (8, 3) &4ead 0a 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (a, 0) &4eaf 2a 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (a, 2) &4eb1 0c 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (c, 0) &4eb3 2c 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (c, 2) &4eb5 0e 02 ; sprite &02 (SCENERY_DITHERED_WALL) at (e, 0) &4eb7 2e 02 ; sprite &02 (SCENERY_DITHERED_WALL) at (e, 2) &4eb9 0e 1f ; sprite &1f (SCENERY_YELLOW_STRIPES_NW_SE) at (e, 0) &4ebb ac 18 ; sprite &18 (SCENERY_BENCH_LEFT) at (c, a) &4ebd ae 19 ; sprite &19 (SCENERY_BENCH_RIGHT) at (e, a) &4ebf 12 0d ; sprite &0d (SCENERY_DRAGON_STATUE) at (2, 1) &4ec1 03 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (3, 0) &4ec3 33 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (3, 3) &4ec5 04 27 ; sprite &27 (SCENERY_BLACK_LINE_NW_SE) at (4, 0) &4ec7 14 10 ; sprite &10 (SCENERY_WINDOW_NW_SE) at (4, 1) &4ec9 24 10 ; sprite &10 (SCENERY_WINDOW_NW_SE) at (4, 2) &4ecb 64 27 ; sprite &27 (SCENERY_BLACK_LINE_NW_SE) at (4, 6) &4ecd 19 13 ; sprite &13 (SCENERY_AXE_VERTICAL) at (9, 1) &4ecf 0a 13 ; sprite &13 (SCENERY_AXE_VERTICAL) at (a, 0) &4ed1 ff ; room_type_02_data &4ed2 f2 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (2, f) &4ed4 e4 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (4, e) &4ed6 d6 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (6, d) &4ed8 e6 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (6, e) &4eda d8 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (8, d) &4edc e8 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (8, e) &4ede da 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (a, d) &4ee0 ea 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (a, e) &4ee2 cc 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (c, c) &4ee4 dc 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (c, d) &4ee6 ec 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (c, e) &4ee8 be 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (e, b) &4eea ce 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (e, c) &4eec ee 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (e, e) &4eee de 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (e, d) &4ef0 00 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (0, 0) &4ef2 30 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (0, 3) &4ef4 60 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (0, 6) &4ef6 70 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (0, 7) &4ef8 02 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (2, 0) &4efa 32 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (2, 3) &4efc 62 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (2, 6) &4efe 04 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (4, 0) &4f00 34 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (4, 3) &4f02 54 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (4, 5) &4f04 06 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (6, 0) &4f06 36 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (6, 3) &4f08 46 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (6, 4) &4f0a 08 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (8, 0) &4f0c 38 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (8, 3) &4f0e 48 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (8, 4) &4f10 0a 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (a, 0) &4f12 3a 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (a, 3) &4f14 5a 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (a, 5) &4f16 0c 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (c, 0) &4f18 3c 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (c, 3) &4f1a 6c 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (c, 6) &4f1c 0e 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (e, 0) &4f1e 3e 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (e, 3) &4f20 6e 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (e, 6) &4f22 7e 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (e, 7) &4f24 30 11 ; sprite &11 (SCENERY_WINDOW_SW_NE) at (0, 3) &4f26 40 11 ; sprite &11 (SCENERY_WINDOW_SW_NE) at (0, 4) &4f28 22 11 ; sprite &11 (SCENERY_WINDOW_SW_NE) at (2, 2) &4f2a 32 11 ; sprite &11 (SCENERY_WINDOW_SW_NE) at (2, 3) &4f2c 14 11 ; sprite &11 (SCENERY_WINDOW_SW_NE) at (4, 1) &4f2e 24 11 ; sprite &11 (SCENERY_WINDOW_SW_NE) at (4, 2) &4f30 05 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (5, 0) &4f32 45 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (5, 4) &4f34 07 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (7, 0) &4f36 37 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (7, 3) &4f38 80 1d ; sprite &1d (SCENERY_RED_SHIELD) at (0, 8) &4f3a 72 1d ; sprite &1d (SCENERY_RED_SHIELD) at (2, 7) &4f3c 64 1d ; sprite &1d (SCENERY_RED_SHIELD) at (4, 6) &4f3e 06 1d ; sprite &1d (SCENERY_RED_SHIELD) at (6, 0) &4f40 02 1b ; sprite &1b (SCENERY_SPEAR_TOP_TWO) at (2, 0) &4f42 10 1c ; sprite &1c (SCENERY_SPEAR_TOP_THREE) at (0, 1) &4f44 08 27 ; sprite &27 (SCENERY_BLACK_LINE_NW_SE) at (8, 0) &4f46 0a 27 ; sprite &27 (SCENERY_BLACK_LINE_NW_SE) at (a, 0) &4f48 18 1b ; sprite &1b (SCENERY_SPEAR_TOP_TWO) at (8, 1) &4f4a 38 1c ; sprite &1c (SCENERY_SPEAR_TOP_THREE) at (8, 3) &4f4c 09 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (9, 0) &4f4e 49 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (9, 4) &4f50 0b 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (b, 0) &4f52 4b 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (b, 4) &4f54 5b 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (b, 5) &4f56 1a 10 ; sprite &10 (SCENERY_WINDOW_NW_SE) at (a, 1) &4f58 2a 10 ; sprite &10 (SCENERY_WINDOW_NW_SE) at (a, 2) &4f5a 2c 27 ; sprite &27 (SCENERY_BLACK_LINE_NW_SE) at (c, 2) &4f5c 3e 27 ; sprite &27 (SCENERY_BLACK_LINE_NW_SE) at (e, 3) &4f5e 6c 27 ; sprite &27 (SCENERY_BLACK_LINE_NW_SE) at (c, 6) &4f60 7e 27 ; sprite &27 (SCENERY_BLACK_LINE_NW_SE) at (e, 7) &4f62 e4 1e ; sprite &1e (SCENERY_SMALL_POT) at (4, e) &4f64 e5 2b ; sprite &2b (SCENERY_POT_FIVE) at (5, e) &4f66 e6 2c ; sprite &2c (SCENERY_POT_SIX) at (6, e) &4f68 d8 15 ; sprite &15 (SCENERY_POT_TWO) at (8, d) &4f6a cc 39 ; sprite &39 (SCENERY_CHEST_TWO_LEFT) at (c, c) &4f6c ce 3a ; sprite &3a (SCENERY_CHEST_TWO_RIGHT) at (e, c) &4f6e 68 18 ; sprite &18 (SCENERY_BENCH_LEFT) at (8, 6) &4f70 6a 19 ; sprite &19 (SCENERY_BENCH_RIGHT) at (a, 6) &4f72 6d 12 ; sprite &12 (SCENERY_CANDLESTICK) at (d, 6) &4f74 8b 25 ; sprite &25 (SCENERY_CHEST_LEFT) at (b, 8) &4f76 8d 26 ; sprite &26 (SCENERY_CHEST_RIGHT) at (d, 8) &4f78 5c 0e ; sprite &0e (SCENERY_POT_ONE) at (c, 5) &4f7a 0c 16 ; sprite &16 (SCENERY_PLANK_LEFT) at (c, 0) &4f7c 0e 17 ; sprite &17 (SCENERY_PLANK_RIGHT) at (e, 0) &4f7e e9 24 ; sprite &24 (SCENERY_POT_FOUR) at (9, e) &4f80 ff ; room_type_03_data &4f81 c0 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (0, c) &4f83 d2 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (2, d) &4f85 e4 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (4, e) &4f87 f6 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (6, f) &4f89 00 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (0, 0) &4f8b 20 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (0, 2) &4f8d 02 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (2, 0) &4f8f 32 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (2, 3) &4f91 04 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (4, 0) &4f93 34 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (4, 3) &4f95 44 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (4, 4) &4f97 06 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (6, 0) &4f99 36 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (6, 3) &4f9b 46 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (6, 4) &4f9d 08 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (8, 0) &4f9f 38 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (8, 3) &4fa1 0a 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (a, 0) &4fa3 2a 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (a, 2) &4fa5 0c 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (c, 0) &4fa7 2c 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (c, 2) &4fa9 0e 02 ; sprite &02 (SCENERY_DITHERED_WALL) at (e, 0) &4fab 2e 02 ; sprite &02 (SCENERY_DITHERED_WALL) at (e, 2) &4fad 0e 1f ; sprite &1f (SCENERY_YELLOW_STRIPES_NW_SE) at (e, 0) &4faf 0a 1d ; sprite &1d (SCENERY_RED_SHIELD) at (a, 0) &4fb1 02 0d ; sprite &0d (SCENERY_DRAGON_STATUE) at (2, 0) &4fb3 ab 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (b, a) &4fb5 9d 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (d, 9) &4fb7 bb 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (b, b) &4fb9 bd 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (d, b) &4fbb ac 16 ; sprite &16 (SCENERY_PLANK_LEFT) at (c, a) &4fbd ae 17 ; sprite &17 (SCENERY_PLANK_RIGHT) at (e, a) &4fbf 3a 30 ; sprite &30 (SCENERY_BOX_LEFT) at (a, 3) &4fc1 3c 31 ; sprite &31 (SCENERY_BOX_RIGHT) at (c, 3) &4fc3 1a 30 ; sprite &30 (SCENERY_BOX_LEFT) at (a, 1) &4fc5 1c 31 ; sprite &31 (SCENERY_BOX_RIGHT) at (c, 1) &4fc7 31 12 ; sprite &12 (SCENERY_CANDLESTICK) at (1, 3) &4fc9 42 20 ; sprite &20 (SCENERY_POT_THREE) at (2, 4) &4fcb 43 12 ; sprite &12 (SCENERY_CANDLESTICK) at (3, 4) &4fcd 06 1b ; sprite &1b (SCENERY_SPEAR_TOP_TWO) at (6, 0) &4fcf 36 1c ; sprite &1c (SCENERY_SPEAR_TOP_THREE) at (6, 3) &4fd1 ff ; room_type_04_data &4fd2 f9 89 ; path &01 (PATH_SW_NE), direction 0, length 2 at (9, f) &4fd4 f3 95 ; path &01 (PATH_SW_NE), direction 0, length 5 at (3, f) &4fd6 f0 89 ; path &01 (PATH_SW_NE), direction 0, length 2 at (0, f) &4fd8 c6 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (6, c) &4fda c8 3f ; sprite &3f (SCENERY_PATH_TOP_RIGHT_ONE) at (8, c) &4fdc 00 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (0, 0) &4fde 30 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (0, 3) &4fe0 60 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (0, 6) &4fe2 02 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (2, 0) &4fe4 32 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (2, 3) &4fe6 52 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (2, 5) &4fe8 04 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (4, 0) &4fea 34 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (4, 3) &4fec 44 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (4, 4) &4fee 06 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (6, 0) &4ff0 36 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (6, 3) &4ff2 08 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (8, 0) &4ff4 38 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (8, 3) &4ff6 0a 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (a, 0) &4ff8 3a 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (a, 3) &4ffa 4a 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (a, 4) &4ffc 0c 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (c, 0) &4ffe 3c 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (c, 3) &5000 5c 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (c, 5) &5002 0e 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (e, 0) &5004 3e 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (e, 3) &5006 6e 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (e, 6) &5008 11 1d ; sprite &1d (SCENERY_RED_SHIELD) at (1, 1) &500a 12 23 ; sprite &23 (SCENERY_POLE_WITH_HANDLE) at (2, 1) &500c 32 2e ; sprite &2e (SCENERY_WARRIOR) at (2, 3) &500e 72 29 ; sprite &29 (SCENERY_STAND_BOTTOM) at (2, 7) &5010 80 18 ; sprite &18 (SCENERY_BENCH_LEFT) at (0, 8) &5012 82 19 ; sprite &19 (SCENERY_BENCH_RIGHT) at (2, 8) &5014 06 1d ; sprite &1d (SCENERY_RED_SHIELD) at (6, 0) &5016 06 13 ; sprite &13 (SCENERY_AXE_VERTICAL) at (6, 0) &5018 38 20 ; sprite &20 (SCENERY_POT_THREE) at (8, 3) &501a 46 15 ; sprite &15 (SCENERY_POT_TWO) at (6, 4) &501c d4 18 ; sprite &18 (SCENERY_BENCH_LEFT) at (4, d) &501e d6 19 ; sprite &19 (SCENERY_BENCH_RIGHT) at (6, d) &5020 c5 2b ; sprite &2b (SCENERY_POT_FIVE) at (5, c) &5022 e8 39 ; sprite &39 (SCENERY_CHEST_TWO_LEFT) at (8, e) &5024 ea 3a ; sprite &3a (SCENERY_CHEST_TWO_RIGHT) at (a, e) &5026 cc 24 ; sprite &24 (SCENERY_POT_FOUR) at (c, c) &5028 6d 21 ; sprite &21 (SCENERY_BANNER) at (d, 6) &502a ad 22 ; sprite &22 (SCENERY_POLE) at (d, a) &502c 1e 13 ; sprite &13 (SCENERY_AXE_VERTICAL) at (e, 1) &502e 19 13 ; sprite &13 (SCENERY_AXE_VERTICAL) at (9, 1) &5030 1a 14 ; sprite &14 (SCENERY_SWORD) at (a, 1) &5032 69 18 ; sprite &18 (SCENERY_BENCH_LEFT) at (9, 6) &5034 6b 19 ; sprite &19 (SCENERY_BENCH_RIGHT) at (b, 6) &5036 5a 2c ; sprite &2c (SCENERY_POT_SIX) at (a, 5) &5038 3a 2d ; sprite &2d (SCENERY_FLOWERS) at (a, 3) &503a ff ; room_type_05_data &503b c0 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (0, c) &503d d2 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (2, d) &503f e4 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (4, e) &5041 f6 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (6, f) &5043 ab 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (b, a) &5045 9d 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (d, 9) &5047 bb 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (b, b) &5049 bd 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (d, b) &504b 9c 25 ; sprite &25 (SCENERY_CHEST_LEFT) at (c, 9) &504d 9e 26 ; sprite &26 (SCENERY_CHEST_RIGHT) at (e, 9) &504f 00 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (0, 0) &5051 20 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (0, 2) &5053 02 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (2, 0) &5055 32 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (2, 3) &5057 04 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (4, 0) &5059 34 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (4, 3) &505b 44 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (4, 4) &505d 06 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (6, 0) &505f 36 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (6, 3) &5061 46 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (6, 4) &5063 08 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (8, 0) &5065 38 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (8, 3) &5067 0a 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (a, 0) &5069 2a 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (a, 2) &506b 0c 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (c, 0) &506d 2c 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (c, 2) &506f 0e 02 ; sprite &02 (SCENERY_DITHERED_WALL) at (e, 0) &5071 2e 02 ; sprite &02 (SCENERY_DITHERED_WALL) at (e, 2) &5073 0e 1f ; sprite &1f (SCENERY_YELLOW_STRIPES_NW_SE) at (e, 0) &5075 00 10 ; sprite &10 (SCENERY_WINDOW_NW_SE) at (0, 0) &5077 24 10 ; sprite &10 (SCENERY_WINDOW_NW_SE) at (4, 2) &5079 02 14 ; sprite &14 (SCENERY_SWORD) at (2, 0) &507b 09 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (9, 0) &507d 29 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (9, 2) &507f 18 0d ; sprite &0d (SCENERY_DRAGON_STATUE) at (8, 1) &5081 0b 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (b, 0) &5083 1b 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (b, 1) &5085 0a 1d ; sprite &1d (SCENERY_RED_SHIELD) at (a, 0) &5087 2a 1d ; sprite &1d (SCENERY_RED_SHIELD) at (a, 2) &5089 4a 1d ; sprite &1d (SCENERY_RED_SHIELD) at (a, 4) &508b 2c 12 ; sprite &12 (SCENERY_CANDLESTICK) at (c, 2) &508d 49 39 ; sprite &39 (SCENERY_CHEST_TWO_LEFT) at (9, 4) &508f 4b 3a ; sprite &3a (SCENERY_CHEST_TWO_RIGHT) at (b, 4) &5091 47 20 ; sprite &20 (SCENERY_POT_THREE) at (7, 4) &5093 40 25 ; sprite &25 (SCENERY_CHEST_LEFT) at (0, 4) &5095 42 26 ; sprite &26 (SCENERY_CHEST_RIGHT) at (2, 4) &5097 63 18 ; sprite &18 (SCENERY_BENCH_LEFT) at (3, 6) &5099 65 19 ; sprite &19 (SCENERY_BENCH_RIGHT) at (5, 6) &509b 54 2b ; sprite &2b (SCENERY_POT_FIVE) at (4, 5) &509d ff ; room_type_06_data &509e c0 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (0, c) &50a0 d2 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (2, d) &50a2 e4 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (4, e) &50a4 f6 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (6, f) &50a6 00 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (0, 0) &50a8 20 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (0, 2) &50aa 02 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (2, 0) &50ac 32 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (2, 3) &50ae 04 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (4, 0) &50b0 34 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (4, 3) &50b2 44 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (4, 4) &50b4 06 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (6, 0) &50b6 36 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (6, 3) &50b8 46 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (6, 4) &50ba 08 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (8, 0) &50bc 38 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (8, 3) &50be 0a 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (a, 0) &50c0 2a 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (a, 2) &50c2 0c 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (c, 0) &50c4 2c 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (c, 2) &50c6 0e 02 ; sprite &02 (SCENERY_DITHERED_WALL) at (e, 0) &50c8 2e 02 ; sprite &02 (SCENERY_DITHERED_WALL) at (e, 2) &50ca 0e 1f ; sprite &1f (SCENERY_YELLOW_STRIPES_NW_SE) at (e, 0) &50cc ab 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (b, a) &50ce 9d 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (d, 9) &50d0 bb 33 ; sprite &33 (SCENERY_PATH_BOTTOM_LEFT_ONE) at (b, b) &50d2 bd 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (d, b) &50d4 9c 25 ; sprite &25 (SCENERY_CHEST_LEFT) at (c, 9) &50d6 9e 26 ; sprite &26 (SCENERY_CHEST_RIGHT) at (e, 9) &50d8 1c 1b ; sprite &1b (SCENERY_SPEAR_TOP_TWO) at (c, 1) &50da 3c 1c ; sprite &1c (SCENERY_SPEAR_TOP_THREE) at (c, 3) &50dc 1a 1d ; sprite &1d (SCENERY_RED_SHIELD) at (a, 1) &50de 3a 20 ; sprite &20 (SCENERY_POT_THREE) at (a, 3) &50e0 28 23 ; sprite &23 (SCENERY_POLE_WITH_HANDLE) at (8, 2) &50e2 47 0e ; sprite &0e (SCENERY_POT_ONE) at (7, 4) &50e4 36 1a ; sprite &1a (SCENERY_SPEAR_TOP_ONE) at (6, 3) &50e6 00 21 ; sprite &21 (SCENERY_BANNER) at (0, 0) &50e8 40 22 ; sprite &22 (SCENERY_POLE) at (0, 4) &50ea 24 21 ; sprite &21 (SCENERY_BANNER) at (4, 2) &50ec 64 22 ; sprite &22 (SCENERY_POLE) at (4, 6) &50ee 12 10 ; sprite &10 (SCENERY_WINDOW_NW_SE) at (2, 1) &50f0 ff ; room_type_07_data &50f1 f3 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (3, f) &50f3 e5 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (5, e) &50f5 d7 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (7, d) &50f7 e7 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (7, e) &50f9 d9 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (9, d) &50fb f7 8d ; path &01 (PATH_SW_NE), direction 0, length 3 at (7, f) &50fd fb 85 ; path &01 (PATH_SW_NE), direction 0, length 1 at (b, f) &50ff 00 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (0, 0) &5101 30 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (0, 3) &5103 60 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (0, 6) &5105 70 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (0, 7) &5107 02 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (2, 0) &5109 32 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (2, 3) &510b 62 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (2, 6) &510d 04 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (4, 0) &510f 34 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (4, 3) &5111 54 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (4, 5) &5113 06 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (6, 0) &5115 36 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (6, 3) &5117 46 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (6, 4) &5119 08 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (8, 0) &511b 38 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (8, 3) &511d 0a 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (a, 0) &511f 0c 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (c, 0) &5121 0e 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (e, 0) &5123 3e 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (e, 3) &5125 3a 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (a, 3) &5127 4c 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (c, 4) &5129 5e 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (e, 5) &512b 2a 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (a, 2) &512d 3c 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (c, 3) &512f 4e 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (e, 4) &5131 0c 1b ; sprite &1b (SCENERY_SPEAR_TOP_TWO) at (c, 0) &5133 39 0e ; sprite &0e (SCENERY_POT_ONE) at (9, 3) &5135 6a 18 ; sprite &18 (SCENERY_BENCH_LEFT) at (a, 6) &5137 6c 19 ; sprite &19 (SCENERY_BENCH_RIGHT) at (c, 6) &5139 bd 18 ; sprite &18 (SCENERY_BENCH_LEFT) at (d, b) &513b d4 18 ; sprite &18 (SCENERY_BENCH_LEFT) at (4, d) &513d d6 19 ; sprite &19 (SCENERY_BENCH_RIGHT) at (6, d) &513f 14 0d ; sprite &0d (SCENERY_DRAGON_STATUE) at (4, 1) &5141 05 13 ; sprite &13 (SCENERY_AXE_VERTICAL) at (5, 0) &5143 06 23 ; sprite &23 (SCENERY_POLE_WITH_HANDLE) at (6, 0) &5145 46 2d ; sprite &2d (SCENERY_FLOWERS) at (6, 4) &5147 66 24 ; sprite &24 (SCENERY_POT_FOUR) at (6, 6) &5149 ea 39 ; sprite &39 (SCENERY_CHEST_TWO_LEFT) at (a, e) &514b ec 3a ; sprite &3a (SCENERY_CHEST_TWO_RIGHT) at (c, e) &514d f5 15 ; sprite &15 (SCENERY_POT_TWO) at (5, f) &514f 5b 2b ; sprite &2b (SCENERY_POT_FIVE) at (b, 5) &5151 d5 2b ; sprite &2b (SCENERY_POT_FIVE) at (5, d) &5153 ea 1e ; sprite &1e (SCENERY_SMALL_POT) at (a, e) &5155 f9 2b ; sprite &2b (SCENERY_POT_FIVE) at (9, f) &5157 cc 2b ; sprite &2b (SCENERY_POT_FIVE) at (c, c) &5159 db 0f ; sprite &0f (SCENERY_PLANT_IN_BOX) at (b, d) &515b 8e 18 ; sprite &18 (SCENERY_BENCH_LEFT) at (e, 8) &515d ff ; room_type_08_data &515e f0 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (0, f) &5160 e2 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (2, e) &5162 d4 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (4, d) &5164 e4 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (4, e) &5166 d6 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (6, d) &5168 e6 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (6, e) &516a e8 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (8, e) &516c f8 8d ; path &01 (PATH_SW_NE), direction 0, length 3 at (8, f) &516e ed 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (d, e) &5170 cc 30 ; sprite &30 (SCENERY_BOX_LEFT) at (c, c) &5172 ce 31 ; sprite &31 (SCENERY_BOX_RIGHT) at (e, c) &5174 ac 30 ; sprite &30 (SCENERY_BOX_LEFT) at (c, a) &5176 ae 31 ; sprite &31 (SCENERY_BOX_RIGHT) at (e, a) &5178 da 21 ; sprite &21 (SCENERY_BANNER) at (a, d) &517a db 20 ; sprite &20 (SCENERY_POT_THREE) at (b, d) &517c e4 18 ; sprite &18 (SCENERY_BENCH_LEFT) at (4, e) &517e e6 19 ; sprite &19 (SCENERY_BENCH_RIGHT) at (6, e) &5180 00 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (0, 0) &5182 30 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (0, 3) &5184 60 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (0, 6) &5186 02 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (2, 0) &5188 32 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (2, 3) &518a 52 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (2, 5) &518c 04 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (4, 0) &518e 34 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (4, 3) &5190 44 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (4, 4) &5192 06 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (6, 0) &5194 36 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (6, 3) &5196 08 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (8, 0) &5198 28 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (8, 2) &519a 0a 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (a, 0) &519c 2a 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (a, 2) &519e 0c 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (c, 0) &51a0 3c 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (c, 3) &51a2 0e 02 ; sprite &02 (SCENERY_DITHERED_WALL) at (e, 0) &51a4 3e 02 ; sprite &02 (SCENERY_DITHERED_WALL) at (e, 3) &51a6 0e 1f ; sprite &1f (SCENERY_YELLOW_STRIPES_NW_SE) at (e, 0) &51a8 00 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (0, 0) &51aa 10 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (0, 1) &51ac 02 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (2, 0) &51ae 04 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (4, 0) &51b0 06 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (6, 0) &51b2 08 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (8, 0) &51b4 18 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (8, 1) &51b6 19 24 ; sprite &24 (SCENERY_POT_FOUR) at (9, 1) &51b8 49 29 ; sprite &29 (SCENERY_STAND_BOTTOM) at (9, 4) &51ba 01 21 ; sprite &21 (SCENERY_BANNER) at (1, 0) &51bc 03 23 ; sprite &23 (SCENERY_POLE_WITH_HANDLE) at (3, 0) &51be 40 11 ; sprite &11 (SCENERY_WINDOW_SW_NE) at (0, 4) &51c0 32 11 ; sprite &11 (SCENERY_WINDOW_SW_NE) at (2, 3) &51c2 24 11 ; sprite &11 (SCENERY_WINDOW_SW_NE) at (4, 2) &51c4 16 11 ; sprite &11 (SCENERY_WINDOW_SW_NE) at (6, 1) &51c6 05 1d ; sprite &1d (SCENERY_RED_SHIELD) at (5, 0) &51c8 61 2d ; sprite &2d (SCENERY_FLOWERS) at (1, 6) &51ca 81 2c ; sprite &2c (SCENERY_POT_SIX) at (1, 8) &51cc 66 18 ; sprite &18 (SCENERY_BENCH_LEFT) at (6, 6) &51ce 68 19 ; sprite &19 (SCENERY_BENCH_RIGHT) at (8, 6) &51d0 73 18 ; sprite &18 (SCENERY_BENCH_LEFT) at (3, 7) &51d2 75 19 ; sprite &19 (SCENERY_BENCH_RIGHT) at (5, 7) &51d4 3c 12 ; sprite &12 (SCENERY_CANDLESTICK) at (c, 3) &51d6 ff ; room_type_09_data &51d7 f0 9d ; path &01 (PATH_SW_NE), direction 0, length 7 at (0, f) &51d9 f6 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (6, f) &51db fc 85 ; path &01 (PATH_SW_NE), direction 0, length 1 at (c, f) &51dd 00 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (0, 0) &51df 30 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (0, 3) &51e1 60 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (0, 6) &51e3 02 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (2, 0) &51e5 32 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (2, 3) &51e7 52 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (2, 5) &51e9 04 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (4, 0) &51eb 34 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (4, 3) &51ed 44 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (4, 4) &51ef 06 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (6, 0) &51f1 36 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (6, 3) &51f3 08 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (8, 0) &51f5 28 09 ; sprite &09 (SCENERY_PATTERNED_WALL_SW_NE_BOTTOM) at (8, 2) &51f7 0a 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (a, 0) &51f9 2a 0a ; sprite &0a (SCENERY_PATTERNED_WALL_NW_SE_BOTTOM) at (a, 2) &51fb 0c 3b ; sprite &3b (SCENERY_YELLOW_RED_STRIPES_BOTTOM_NW_SE) at (c, 0) &51fd 3c 3b ; sprite &3b (SCENERY_YELLOW_RED_STRIPES_BOTTOM_NW_SE) at (c, 3) &51ff 0e 3b ; sprite &3b (SCENERY_YELLOW_RED_STRIPES_BOTTOM_NW_SE) at (e, 0) &5201 3e 3b ; sprite &3b (SCENERY_YELLOW_RED_STRIPES_BOTTOM_NW_SE) at (e, 3) &5203 4e 3b ; sprite &3b (SCENERY_YELLOW_RED_STRIPES_BOTTOM_NW_SE) at (e, 4) &5205 f3 24 ; sprite &24 (SCENERY_POT_FOUR) at (3, f) &5207 e5 20 ; sprite &20 (SCENERY_POT_THREE) at (5, e) &5209 e7 0e ; sprite &0e (SCENERY_POT_ONE) at (7, e) &520b d9 24 ; sprite &24 (SCENERY_POT_FOUR) at (9, d) &520d cb 15 ; sprite &15 (SCENERY_POT_TWO) at (b, c) &520f bd 15 ; sprite &15 (SCENERY_POT_TWO) at (d, b) &5211 ec 15 ; sprite &15 (SCENERY_POT_TWO) at (c, e) &5213 de 38 ; sprite &38 (SCENERY_ARCHER_BOTTOM) at (e, d) &5215 41 21 ; sprite &21 (SCENERY_BANNER) at (1, 4) &5217 81 22 ; sprite &22 (SCENERY_POLE) at (1, 8) &5219 33 21 ; sprite &21 (SCENERY_BANNER) at (3, 3) &521b 73 22 ; sprite &22 (SCENERY_POLE) at (3, 7) &521d 25 21 ; sprite &21 (SCENERY_BANNER) at (5, 2) &521f 65 22 ; sprite &22 (SCENERY_POLE) at (5, 6) &5221 17 21 ; sprite &21 (SCENERY_BANNER) at (7, 1) &5223 57 22 ; sprite &22 (SCENERY_POLE) at (7, 5) &5225 09 21 ; sprite &21 (SCENERY_BANNER) at (9, 0) &5227 49 22 ; sprite &22 (SCENERY_POLE) at (9, 4) &5229 60 24 ; sprite &24 (SCENERY_POT_FOUR) at (0, 6) &522b 90 29 ; sprite &29 (SCENERY_STAND_BOTTOM) at (0, 9) &522d 52 15 ; sprite &15 (SCENERY_POT_TWO) at (2, 5) &522f 82 29 ; sprite &29 (SCENERY_STAND_BOTTOM) at (2, 8) &5231 74 29 ; sprite &29 (SCENERY_STAND_BOTTOM) at (4, 7) &5233 44 24 ; sprite &24 (SCENERY_POT_FOUR) at (4, 4) &5235 66 29 ; sprite &29 (SCENERY_STAND_BOTTOM) at (6, 6) &5237 36 15 ; sprite &15 (SCENERY_POT_TWO) at (6, 3) &5239 28 15 ; sprite &15 (SCENERY_POT_TWO) at (8, 2) &523b 58 29 ; sprite &29 (SCENERY_STAND_BOTTOM) at (8, 5) &523d 2a 20 ; sprite &20 (SCENERY_POT_THREE) at (a, 2) &523f ff ; room_type_0a_data &5240 f0 9d ; path &01 (PATH_SW_NE), direction 0, length 7 at (0, f) &5242 f6 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (6, f) &5244 fc 85 ; path &01 (PATH_SW_NE), direction 0, length 1 at (c, f) &5246 00 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (0, 0) &5248 30 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (0, 3) &524a 50 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (0, 5) &524c 02 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (2, 0) &524e 32 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (2, 3) &5250 42 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (2, 4) &5252 04 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (4, 0) &5254 34 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (4, 3) &5256 06 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (6, 0) &5258 26 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (6, 2) &525a 08 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (8, 0) &525c 18 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (8, 1) &525e 0a 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (a, 0) &5260 1a 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (a, 1) &5262 0c 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (c, 0) &5264 2c 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (c, 2) &5266 0e 02 ; sprite &02 (SCENERY_DITHERED_WALL) at (e, 0) &5268 2e 02 ; sprite &02 (SCENERY_DITHERED_WALL) at (e, 2) &526a 0e 1f ; sprite &1f (SCENERY_YELLOW_STRIPES_NW_SE) at (e, 0) &526c 0b 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (b, 0) &526e 1b 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (b, 1) &5270 0a 0d ; sprite &0d (SCENERY_DRAGON_STATUE) at (a, 0) &5272 2c 12 ; sprite &12 (SCENERY_CANDLESTICK) at (c, 2) &5274 bc 25 ; sprite &25 (SCENERY_CHEST_LEFT) at (c, b) &5276 be 26 ; sprite &26 (SCENERY_CHEST_RIGHT) at (e, b) &5278 40 1d ; sprite &1d (SCENERY_RED_SHIELD) at (0, 4) &527a 32 1d ; sprite &1d (SCENERY_RED_SHIELD) at (2, 3) &527c 24 1d ; sprite &1d (SCENERY_RED_SHIELD) at (4, 2) &527e 16 1d ; sprite &1d (SCENERY_RED_SHIELD) at (6, 1) &5280 08 1d ; sprite &1d (SCENERY_RED_SHIELD) at (8, 0) &5282 d6 16 ; sprite &16 (SCENERY_PLANK_LEFT) at (6, d) &5284 d8 17 ; sprite &17 (SCENERY_PLANK_RIGHT) at (8, d) &5286 e4 18 ; sprite &18 (SCENERY_BENCH_LEFT) at (4, e) &5288 e6 19 ; sprite &19 (SCENERY_BENCH_RIGHT) at (6, e) &528a d9 39 ; sprite &39 (SCENERY_CHEST_TWO_LEFT) at (9, d) &528c db 3a ; sprite &3a (SCENERY_CHEST_TWO_RIGHT) at (b, d) &528e dd 15 ; sprite &15 (SCENERY_POT_TWO) at (d, d) &5290 6a 0c ; sprite &0c (SCENERY_RED_SPOT) at (a, 6) &5292 ff ; room_type_0b_data &5293 e0 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (0, e) &5295 e2 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (2, e) &5297 f2 d0 ; path &00 (PATH_NW_SE), direction 2, length 4 at (2, f) &5299 f6 91 ; path &01 (PATH_SW_NE), direction 0, length 4 at (6, f) &529b fc 85 ; path &01 (PATH_SW_NE), direction 0, length 1 at (c, f) &529d d0 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (0, d) &529f 00 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (0, 0) &52a1 20 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (0, 2) &52a3 02 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (2, 0) &52a5 32 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (2, 3) &52a7 04 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (4, 0) &52a9 34 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (4, 3) &52ab 44 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (4, 4) &52ad 06 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (6, 0) &52af 36 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (6, 3) &52b1 56 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (6, 5) &52b3 08 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (8, 0) &52b5 38 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (8, 3) &52b7 58 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (8, 5) &52b9 0a 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (a, 0) &52bb 3a 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (a, 3) &52bd 4a 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (a, 4) &52bf 0c 06 ; sprite &06 (SCENERY_YELLOW_WALL_SW_NE_BOTTOM) at (c, 0) &52c1 3c 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (c, 3) &52c3 2c 06 ; sprite &06 (SCENERY_YELLOW_WALL_SW_NE_BOTTOM) at (c, 2) &52c5 0e 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (e, 0) &52c7 2e 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (e, 2) &52c9 39 37 ; sprite &37 (SCENERY_ARCHER_TOP) at (9, 3) &52cb 79 38 ; sprite &38 (SCENERY_ARCHER_BOTTOM) at (9, 7) &52cd 0c 1b ; sprite &1b (SCENERY_SPEAR_TOP_TWO) at (c, 0) &52cf 3c 1c ; sprite &1c (SCENERY_SPEAR_TOP_THREE) at (c, 3) &52d1 1e 1a ; sprite &1a (SCENERY_SPEAR_TOP_ONE) at (e, 1) &52d3 d3 18 ; sprite &18 (SCENERY_BENCH_LEFT) at (3, d) &52d5 d5 19 ; sprite &19 (SCENERY_BENCH_RIGHT) at (5, d) &52d7 ea 29 ; sprite &29 (SCENERY_STAND_BOTTOM) at (a, e) &52d9 ca 1e ; sprite &1e (SCENERY_SMALL_POT) at (a, c) &52db fa 16 ; sprite &16 (SCENERY_PLANK_LEFT) at (a, f) &52dd fc 17 ; sprite &17 (SCENERY_PLANK_RIGHT) at (c, f) &52df dc 30 ; sprite &30 (SCENERY_BOX_LEFT) at (c, d) &52e1 de 31 ; sprite &31 (SCENERY_BOX_RIGHT) at (e, d) &52e3 bc 30 ; sprite &30 (SCENERY_BOX_LEFT) at (c, b) &52e5 be 31 ; sprite &31 (SCENERY_BOX_RIGHT) at (e, b) &52e7 e6 18 ; sprite &18 (SCENERY_BENCH_LEFT) at (6, e) &52e9 e8 19 ; sprite &19 (SCENERY_BENCH_RIGHT) at (8, e) &52eb d3 0e ; sprite &0e (SCENERY_POT_ONE) at (3, d) &52ed e0 26 ; sprite &26 (SCENERY_CHEST_RIGHT) at (0, e) &52ef c0 26 ; sprite &26 (SCENERY_CHEST_RIGHT) at (0, c) &52f1 a0 26 ; sprite &26 (SCENERY_CHEST_RIGHT) at (0, a) &52f3 b1 21 ; sprite &21 (SCENERY_BANNER) at (1, b) &52f5 ff ; room_type_0c_data &52f6 f4 d4 ; path &00 (PATH_NW_SE), direction 2, length 5 at (4, f) &52f8 00 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (0, 0) &52fa 20 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (0, 2) &52fc 02 07 ; sprite &07 (SCENERY_YELLOW_WALL_NW_SE_BOTTOM) at (2, 0) &52fe 32 07 ; sprite &07 (SCENERY_YELLOW_WALL_NW_SE_BOTTOM) at (2, 3) &5300 12 0d ; sprite &0d (SCENERY_DRAGON_STATUE) at (2, 1) &5302 04 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (4, 0) &5304 34 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (4, 3) &5306 44 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (4, 4) &5308 06 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (6, 0) &530a 36 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (6, 3) &530c 46 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (6, 4) &530e 08 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (8, 0) &5310 38 04 ; sprite &04 (SCENERY_RED_WALL_SW_NE_BOTTOM) at (8, 3) &5312 07 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (7, 0) &5314 37 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (7, 3) &5316 16 2e ; sprite &2e (SCENERY_WARRIOR) at (6, 1) &5318 0a 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (a, 0) &531a 3a 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (a, 3) &531c 0c 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (c, 0) &531e 3c 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (c, 3) &5320 4c 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (c, 4) &5322 0e 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (e, 0) &5324 3e 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (e, 3) &5326 5e 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (e, 5) &5328 0a 13 ; sprite &13 (SCENERY_AXE_VERTICAL) at (a, 0) &532a 52 18 ; sprite &18 (SCENERY_BENCH_LEFT) at (2, 5) &532c 54 19 ; sprite &19 (SCENERY_BENCH_RIGHT) at (4, 5) &532e 49 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (9, 4) &5330 5b 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (b, 5) &5332 6d 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (d, 6) &5334 39 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (9, 3) &5336 4b 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (b, 4) &5338 5d 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (d, 5) &533a 57 12 ; sprite &12 (SCENERY_CANDLESTICK) at (7, 5) &533c 7b 12 ; sprite &12 (SCENERY_CANDLESTICK) at (b, 7) &533e 8d 24 ; sprite &24 (SCENERY_POT_FOUR) at (d, 8) &5340 ac 18 ; sprite &18 (SCENERY_BENCH_LEFT) at (c, a) &5342 ae 19 ; sprite &19 (SCENERY_BENCH_RIGHT) at (e, a) &5344 29 2b ; sprite &2b (SCENERY_POT_FIVE) at (9, 2) &5346 4d 2b ; sprite &2b (SCENERY_POT_FIVE) at (d, 4) &5348 3b 29 ; sprite &29 (SCENERY_STAND_BOTTOM) at (b, 3) &534a 1b 2c ; sprite &2c (SCENERY_POT_SIX) at (b, 1) &534c 48 20 ; sprite &20 (SCENERY_POT_THREE) at (8, 4) &534e 38 20 ; sprite &20 (SCENERY_POT_THREE) at (8, 3) &5350 d0 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (0, d) &5352 e0 34 ; sprite &34 (SCENERY_PATH_BOTTOM_LEFT_TWO) at (0, e) &5354 e2 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (2, e) &5356 e4 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (4, e) &5358 e0 31 ; sprite &31 (SCENERY_BOX_RIGHT) at (0, e) &535a c0 31 ; sprite &31 (SCENERY_BOX_RIGHT) at (0, c) &535c f1 30 ; sprite &30 (SCENERY_BOX_LEFT) at (1, f) &535e d1 30 ; sprite &30 (SCENERY_BOX_LEFT) at (1, d) &5360 f3 31 ; sprite &31 (SCENERY_BOX_RIGHT) at (3, f) &5362 d3 31 ; sprite &31 (SCENERY_BOX_RIGHT) at (3, d) &5364 e4 30 ; sprite &30 (SCENERY_BOX_LEFT) at (4, e) &5366 e6 31 ; sprite &31 (SCENERY_BOX_RIGHT) at (6, e) &5368 f7 30 ; sprite &30 (SCENERY_BOX_LEFT) at (7, f) &536a f9 31 ; sprite &31 (SCENERY_BOX_RIGHT) at (9, f) &536c ff ; room_type_0d_data &536d e0 3e ; sprite &3e (SCENERY_PATH_TOP_RIGHT_TWO) at (0, e) &536f f2 3f ; sprite &3f (SCENERY_PATH_TOP_RIGHT_ONE) at (2, f) &5371 fb 3c ; sprite &3c (SCENERY_PATH_TOP_LEFT_ONE) at (b, f) &5373 ed 3d ; sprite &3d (SCENERY_PATH_TOP_LEFT_TWO) at (d, e) &5375 00 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (0, 0) &5377 20 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (0, 2) &5379 02 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (2, 0) &537b 12 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (2, 1) &537d 04 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (4, 0) &537f 14 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (4, 1) &5381 06 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (6, 0) &5383 26 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (6, 2) &5385 16 0d ; sprite &0d (SCENERY_DRAGON_STATUE) at (6, 1) &5387 08 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (8, 0) &5389 38 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (8, 3) &538b 37 12 ; sprite &12 (SCENERY_CANDLESTICK) at (7, 3) &538d 01 21 ; sprite &21 (SCENERY_BANNER) at (1, 0) &538f 41 22 ; sprite &22 (SCENERY_POLE) at (1, 4) &5391 0a 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (a, 0) &5393 3a 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (a, 3) &5395 4a 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (a, 4) &5397 0c 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (c, 0) &5399 3c 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (c, 3) &539b 5c 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (c, 5) &539d 0e 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (e, 0) &539f 3e 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (e, 3) &53a1 6e 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (e, 6) &53a3 d0 18 ; sprite &18 (SCENERY_BENCH_LEFT) at (0, d) &53a5 d2 19 ; sprite &19 (SCENERY_BENCH_RIGHT) at (2, d) &53a7 6b 30 ; sprite &30 (SCENERY_BOX_LEFT) at (b, 6) &53a9 6d 31 ; sprite &31 (SCENERY_BOX_RIGHT) at (d, 6) &53ab 5b 30 ; sprite &30 (SCENERY_BOX_LEFT) at (b, 5) &53ad 5d 31 ; sprite &31 (SCENERY_BOX_RIGHT) at (d, 5) &53af 4d 29 ; sprite &29 (SCENERY_STAND_BOTTOM) at (d, 4) &53b1 0d 2e ; sprite &2e (SCENERY_WARRIOR) at (d, 0) &53b3 ff ; room_type_0e_data &53b4 fc 85 ; path &01 (PATH_SW_NE), direction 0, length 1 at (c, f) &53b6 00 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (0, 0) &53b8 30 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (0, 3) &53ba 60 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (0, 6) &53bc 02 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (2, 0) &53be 32 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (2, 3) &53c0 52 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (2, 5) &53c2 04 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (4, 0) &53c4 34 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (4, 3) &53c6 44 05 ; sprite &05 (SCENERY_DITHERED_WALL_SW_NE_BOTTOM) at (4, 4) &53c8 06 06 ; sprite &06 (SCENERY_YELLOW_WALL_SW_NE_BOTTOM) at (6, 0) &53ca 08 06 ; sprite &06 (SCENERY_YELLOW_WALL_SW_NE_BOTTOM) at (8, 0) &53cc 0a 06 ; sprite &06 (SCENERY_YELLOW_WALL_SW_NE_BOTTOM) at (a, 0) &53ce 0b 2a ; sprite &2a (SCENERY_STAND_MIDDLE) at (b, 0) &53d0 0c 07 ; sprite &07 (SCENERY_YELLOW_WALL_NW_SE_BOTTOM) at (c, 0) &53d2 0e 07 ; sprite &07 (SCENERY_YELLOW_WALL_NW_SE_BOTTOM) at (e, 0) &53d4 2e 07 ; sprite &07 (SCENERY_YELLOW_WALL_NW_SE_BOTTOM) at (e, 2) &53d6 46 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (6, 4) &53d8 58 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (8, 5) &53da 6a 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (a, 6) &53dc 7c 08 ; sprite &08 (SCENERY_DITHERED_WALL_NW_SE_BOTTOM) at (c, 7) &53de 8e 03 ; sprite &03 (SCENERY_RED_WALL_NW_SE_BOTTOM) at (e, 8) &53e0 36 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (6, 3) &53e2 48 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (8, 4) &53e4 5a 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (a, 5) &53e6 6c 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (c, 6) &53e8 7e 00 ; sprite &00 (SCENERY_RED_BLACK_WALL_NW_SE_TOP) at (e, 7) &53ea 36 b2 ; path &02 (PATH_NW_SE_RED), direction 1, length 4 at (6, 3) &53ec 60 1d ; sprite &1d (SCENERY_RED_SHIELD) at (0, 6) &53ee 40 1d ; sprite &1d (SCENERY_RED_SHIELD) at (0, 4) &53f0 20 1d ; sprite &1d (SCENERY_RED_SHIELD) at (0, 2) &53f2 52 1d ; sprite &1d (SCENERY_RED_SHIELD) at (2, 5) &53f4 32 1d ; sprite &1d (SCENERY_RED_SHIELD) at (2, 3) &53f6 12 1d ; sprite &1d (SCENERY_RED_SHIELD) at (2, 1) &53f8 44 1d ; sprite &1d (SCENERY_RED_SHIELD) at (4, 4) &53fa 24 1d ; sprite &1d (SCENERY_RED_SHIELD) at (4, 2) &53fc 04 1d ; sprite &1d (SCENERY_RED_SHIELD) at (4, 0) &53fe 45 12 ; sprite &12 (SCENERY_CANDLESTICK) at (5, 4) &5400 8d 12 ; sprite &12 (SCENERY_CANDLESTICK) at (d, 8) &5402 17 1b ; sprite &1b (SCENERY_SPEAR_TOP_TWO) at (7, 1) &5404 09 1c ; sprite &1c (SCENERY_SPEAR_TOP_THREE) at (9, 0) &5406 86 28 ; sprite &28 (SCENERY_BLACK_LINE_SW_NE) at (6, 8) &5408 94 28 ; sprite &28 (SCENERY_BLACK_LINE_SW_NE) at (4, 9) &540a a2 28 ; sprite &28 (SCENERY_BLACK_LINE_SW_NE) at (2, a) &540c d8 28 ; sprite &28 (SCENERY_BLACK_LINE_SW_NE) at (8, d) &540e ca 28 ; sprite &28 (SCENERY_BLACK_LINE_SW_NE) at (a, c) &5410 bc 28 ; sprite &28 (SCENERY_BLACK_LINE_SW_NE) at (c, b) &5412 98 28 ; sprite &28 (SCENERY_BLACK_LINE_SW_NE) at (8, 9) &5414 a6 28 ; sprite &28 (SCENERY_BLACK_LINE_SW_NE) at (6, a) &5416 b8 28 ; sprite &28 (SCENERY_BLACK_LINE_SW_NE) at (8, b) &5418 aa 28 ; sprite &28 (SCENERY_BLACK_LINE_SW_NE) at (a, a) &541a b6 27 ; sprite &27 (SCENERY_BLACK_LINE_NW_SE) at (6, b) &541c 8e 12 ; sprite &12 (SCENERY_CANDLESTICK) at (e, 8) &541e 4a 01 ; sprite &01 (SCENERY_RED_PATCH) at (a, 4) &5420 b2 27 ; sprite &27 (SCENERY_BLACK_LINE_NW_SE) at (2, b) &5422 c4 27 ; sprite &27 (SCENERY_BLACK_LINE_NW_SE) at (4, c) &5424 d6 27 ; sprite &27 (SCENERY_BLACK_LINE_NW_SE) at (6, d) &5426 ff ; unused &5427 7f ; scroll_room_obstacle_table &5428 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 ; ################################ &00 (..) OBSTACLE_NONE &5438 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 ; ################################ &01 (##) OBSTACLE_BLOCK &5448 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 ; ################################ &02 (XX) OBSTACLE_SINK &5458 01 01 01 01 01 01 00 00 00 00 00 00 00 00 01 01 ; ############................#### &5468 01 01 01 01 01 01 01 01 00 00 01 01 00 00 00 01 ; ################....####......## &5478 01 01 01 01 01 01 01 01 01 01 00 00 00 00 00 01 ; ####################..........## &5488 01 01 01 01 01 01 01 01 01 01 01 01 00 00 00 00 ; ########################........ &5498 01 01 01 01 01 01 01 01 01 01 01 01 01 01 00 00 ; ############################.... &54a8 01 01 01 01 00 00 00 02 02 01 01 01 01 01 01 01 ; ########......XXXX############## &54b8 01 01 00 00 00 02 02 02 00 00 01 01 01 01 01 01 ; ####......XXXXXX....############ &54c8 00 00 00 02 02 02 00 00 00 00 00 02 02 01 01 01 ; ......XXXXXX..........XXXX###### &54d8 00 00 00 02 02 02 00 00 00 00 02 02 00 00 01 01 ; ......XXXXXX........XXXX....#### &54e8 00 00 00 00 00 02 02 02 02 02 00 00 00 00 00 00 ; ..........XXXXXXXXXX............ &54f8 00 00 00 00 00 00 00 02 02 00 00 00 00 00 00 00 ; ..............XXXX.............. &5509 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; ................................ &5518 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; ................................ ; boss_sprite &5528 00 00 00 00 00 00 00 00 07 0f 0f 69 0f f0 0f 0f &5538 08 0c 0c 0c 0c 0c 0c 0c 00 00 00 01 01 03 03 07 &5548 07 0f 0f 0f 0f 0f 0f 0f 08 0e 0f 0f 0f 0f 0f 0e &5558 87 87 c3 43 01 00 00 00 87 87 c3 c3 0f 0f 87 78 &5568 0e 0e 0c 0c 4a 0e 86 0f 00 00 00 00 00 00 00 00 &5578 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &5588 00 00 00 00 00 00 00 00 0f 07 03 00 00 02 05 02 &5598 0f 0f 0e 00 00 0a 05 0a ; scenery_sprite_parts ; scenery_sprite_part_00 &55a0 0c c3 f0 f0 f0 c3 3c 0f 00 00 0c c3 3c f0 f0 f0 &55b0 00 00 00 00 0c c3 f0 f0 00 00 00 00 00 00 0c c3 ; scenery_sprite_part_01 &55c0 0f 4b a5 4b a5 4b a5 4b 3c 0f 0f 4b a5 5a a5 5a &55d0 f0 c3 3c 0f 0f 4b a5 4b 3c f0 f0 f0 3c 0f 0f 4b ; scenery_sprite_part_02 &55e0 a5 4b a5 4b a5 4b a5 4b a5 5a a5 5a a5 5a a5 5a &55f0 a5 4b a5 4b a5 4b a5 4b a5 5a a5 5a a5 5a a5 5a ; scenery_sprite_part_03 &5600 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 &5610 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 f0 ; scenery_sprite_part_04 &5620 3c 03 00 00 00 00 00 00 f0 f0 3c 03 00 00 00 00 &5630 f0 f0 f0 f0 3c 03 00 00 f0 f0 f0 f0 f0 f0 3c 03 ; scenery_sprite_part_05 &5640 f0 f0 f0 f0 f0 f0 c3 0c f0 f0 f0 f0 c3 0c 00 00 &5650 f0 f0 c3 0c 00 00 00 00 c3 0c 00 00 00 00 00 00 ; scenery_sprite_part_06 &5660 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff &5670 ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ; scenery_sprite_part_07 &5680 0a 05 0a 05 0a 05 0a 05 0a 05 0a 05 0a 05 0a 05 &5690 0a 05 0a 05 0a 05 0a 05 0a 05 0a 05 0a 05 0a 05 ; scenery_sprite_part_08 &56a0 2d 2d 2d 2d 2d 2d 2d 2d 96 e1 d2 d2 f0 c3 d2 f0 &56b0 96 69 d2 5a 78 d2 5a 78 96 f0 5a 5a 78 d2 5a 78 ; scenery_sprite_part_09 &56c0 3c 03 00 00 00 00 00 00 3c c3 3c 03 00 00 00 00 &56d0 96 e1 3c c3 3c 03 00 00 96 f0 5a d2 3c c3 3c 03 ; scenery_sprite_part_0a &56e0 2d 2d 2d 3c 0f 3c c3 0c 96 f0 c3 3c c3 0c 00 00 &56f0 c3 3c c3 0c 00 00 00 00 c3 0c 00 00 00 00 00 00 ; scenery_sprite_part_0b &5700 00 00 00 00 00 00 00 00 ff ff ff ff ff ff ff ff &5710 ff ff ff ff ff ff ff ff 08 08 08 08 08 08 08 08 ; scenery_sprite_part_0c &5720 00 00 00 00 00 00 00 00 ff ff 7f 57 07 02 00 00 &5730 ff ff ff ff bf 3f 07 01 08 08 08 08 08 08 08 08 ; scenery_sprite_part_0d &5740 00 40 00 10 00 00 00 00 c0 e0 c0 00 00 00 00 00 &5750 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_0e &5760 11 00 00 00 00 00 00 11 08 df 77 75 ff ff 77 df &5770 88 4e 8c ef e5 e5 ef ce 00 00 00 00 00 00 00 00 ; scenery_sprite_part_0f &5780 11 11 11 11 00 11 11 11 9f de de ef ff ff 7f f1 &5790 4e 80 80 c0 ef bf ce 6f 00 00 00 00 00 08 00 00 ; scenery_sprite_part_10 &57a0 11 33 77 57 00 11 11 11 79 bd 6b 6b d7 bf 7b 7f &57b0 6f 6f ef ce 08 ce ce 08 00 00 00 00 00 00 00 00 ; scenery_sprite_part_11 &57c0 11 11 00 00 00 11 11 00 79 bc de 56 de bc bc ff &57d0 08 8c 46 9d 11 33 67 ce 00 00 00 08 08 08 00 00 ; scenery_sprite_part_12 &57e0 11 67 47 23 13 03 67 77 ef 1f 0f 1f ef 0f 0f ef &57f0 00 8c 8c 08 0c 0e 0e 0f 00 00 00 00 03 53 2e 36 ; scenery_sprite_part_13 &5800 ff fe fe fe fe fe fe fe ff fa f2 fa f8 f2 fa f8 &5810 0f 8f 8f 8f c7 cf cf c7 00 00 00 00 00 00 00 00 ; scenery_sprite_part_14 &5820 fe fe ff ff ff ff ff ff fe f6 fe fd fb ff ff ff &5830 cf cf cf cf cf cf cf cf 00 00 00 00 00 00 00 00 ; scenery_sprite_part_15 &5840 ff ff ff 77 77 33 33 11 ff ff ff ff ff ef ff ef &5850 8f 8e 0f 8f 0f 0f 0f 0f 00 00 0c 0e 0f 0f 0f 0e ; scenery_sprite_part_16 &5860 11 33 11 00 22 bb 77 33 dd ff fa f8 fe ff f7 f8 &5870 00 cc ff ff f7 51 cc c4 00 00 00 00 88 88 00 00 ; scenery_sprite_part_17 &5880 00 3f 0f 0f 0f 03 00 00 7b f1 fc 3c 0f 0f 0f 03 &5890 08 c0 c3 0f 0f 0f 0c 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_18 &58a0 0c 0f 3f 3f 3f 3f 3f 0f 00 00 0c 8f bf bf bf bf &58b0 00 00 00 00 0c cf ef ef 00 00 00 00 00 00 0c cf ; scenery_sprite_part_19 &58c0 3f 3f 3f 3f 3f 3f 3f 0f 3f 8f bf bf bf bf bf bf &58d0 ef ef 2f cf ef ef ef ef ef ef ef ef 2f cf ef ef ; scenery_sprite_part_1a &58e0 0f 03 00 00 00 00 00 00 3f 0f 0f 03 00 00 00 00 &58f0 ef ef 2f 0f 0f 03 00 00 ef ef ef ef 2f 0f 0f 03 ; scenery_sprite_part_1b &5900 00 00 00 00 00 00 03 3f 00 00 00 00 03 3f 7f 7f &5910 00 00 03 1f df df df df 03 0f cf cf cf cf cf 0f ; scenery_sprite_part_1c &5920 7f 7f 7f 7f 4f 3f 7f 7f 7f 7f 4f 3f 7f 7f 7f 7f &5930 cf 1f df df df df df df cf cf cf cf cf cf cf 0f ; scenery_sprite_part_1d &5940 7f 7f 7f 7f 4f 0f 0f 0c 7f 7f 4f 0f 0f 0c 00 00 &5950 cf 0f 0f 0c 00 00 00 00 0f 0c 00 00 00 00 00 00 ; scenery_sprite_part_1e &5960 00 00 00 00 00 00 00 00 11 11 11 11 11 11 11 11 &5970 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_1f &5980 00 00 00 00 00 00 00 00 11 11 00 03 01 01 01 01 &5990 00 00 00 08 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_20 &59a0 00 00 00 00 00 00 00 00 01 01 01 01 01 01 01 01 &59b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_21 &59c0 00 00 00 00 00 00 00 00 01 01 01 03 01 03 02 02 &59d0 00 00 00 08 00 08 08 08 00 00 00 00 00 00 00 00 ; scenery_sprite_part_22 &59e0 00 00 00 00 00 00 00 00 45 45 67 67 47 45 05 01 &59f0 22 66 ee ee 6e 26 22 02 00 00 00 00 00 00 00 00 ; scenery_sprite_part_23 &5a00 00 00 00 00 00 00 00 00 01 01 01 01 01 07 08 01 &5a10 00 00 00 00 00 0c 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_24 &5a20 00 00 00 00 00 00 00 00 00 00 00 00 00 01 01 01 &5a30 00 00 00 01 07 0f e1 96 00 01 07 0f 0f 0f 0f 87 ; scenery_sprite_part_25 &5a40 00 00 00 00 00 00 00 00 01 01 01 01 01 01 01 01 &5a50 87 87 87 87 87 87 87 87 69 1e 4b 4b cb eb 6b 4b ; scenery_sprite_part_26 &5a60 00 00 00 00 00 00 00 00 01 01 01 01 01 01 01 01 &5a70 87 87 87 87 87 87 87 87 4b 4b 4b 4b 4b 4b 4b 4b ; scenery_sprite_part_27 &5a80 00 00 00 00 00 00 00 00 01 01 00 00 00 00 00 00 &5a90 0f 0b 00 00 00 00 00 00 4b 0f 0f 03 00 00 00 00 ; scenery_sprite_part_28 &5aa0 07 0f 0f 0f 0f 0f 0f 0f 0c 0f 0f 0f 0f 0f 0f 0f &5ab0 00 00 0c 0f 0f 0f 0f 0f 00 00 00 00 0c 0f 0f c3 ; scenery_sprite_part_29 &5ac0 0f 87 69 1e 1e 1e 1e 1e 0f 0f 3c 4b 4b 4b 4b 4b &5ad0 3c c3 0f 2f 0f 2d 2f 5b 0f 0f 0f 0f 0f 0f 0f 0f ; scenery_sprite_part_2a &5ae0 1e 1e 1e 1e 1e 1e 1e 1e 4b 4b 4b 4b 4b 4b 4b 4b &5af0 1f 4f 2f 4b 1f 3e 4b 2f 0f 0f 0f 0f 0f 0f 0f 0f ; scenery_sprite_part_2b &5b00 1e 1e 1e 1e 0f 03 00 00 4b 4b 4b 4b 0f 0f 0c 0c &5b10 2d 0f 0f 0f 0c 00 00 00 0f 0f 0f 03 00 00 00 00 ; scenery_sprite_part_2c &5b20 33 33 33 23 23 23 23 23 00 cc bf bf df 4f cf 9f &5b30 00 00 00 cc ff df 4f 5f 00 00 00 00 00 cc cc 4c ; scenery_sprite_part_2d &5b40 23 33 33 00 00 00 00 00 df df cf ff 33 00 00 00 &5b50 df df cf df ef ef 33 00 4c 4c 4c 4c 4c 4c cc cc ; scenery_sprite_part_2e &5b60 00 0c cf ff 3f cf ff 3f 00 00 00 0c cf ff 3f cf &5b70 00 00 00 00 00 0c cf ff 00 00 00 00 00 00 00 0c ; scenery_sprite_part_2f &5b80 03 00 00 00 00 00 00 00 ff 3f 03 00 00 00 00 00 &5b90 3f cf ff 3f 03 00 00 00 cf ff 3f cf ff 3f 03 00 ; scenery_sprite_part_30 &5ba0 00 00 01 01 01 00 00 01 07 7f 8f 8f 7f 0f 8f 6f &5bb0 0c ce 0f 2f ef 0e 0e 0f 00 00 00 00 00 00 00 00 ; scenery_sprite_part_31 &5bc0 03 07 07 0f 1f 0f 2f 1f 0f 0f 0f 0f 0f 0f 0f 0f &5bd0 0f 0f 0f 0f 0f 0f 0f 0f 08 0c 0c 0e 0e 0e 0e 0e ; scenery_sprite_part_32 &5be0 2f 2f 3f 37 17 03 01 00 0f 0f 0f 8f 0f 8f 0f 07 &5bf0 0f 0f 0f 0f 0f 0f 0f 0c 0e 0e 0e 0c 0c 08 00 00 ; scenery_sprite_part_33 &5c00 00 00 00 03 3c 4b 78 1e 00 03 3c f0 f0 f0 3c c3 &5c10 0c c3 f0 f0 b4 f0 f0 f0 00 00 0c c3 f0 f0 b4 f0 ; scenery_sprite_part_34 &5c20 01 00 00 00 00 00 00 00 78 16 01 00 00 00 00 00 &5c30 3c c3 78 16 01 00 00 00 f0 f0 3c c3 78 16 01 00 ; scenery_sprite_part_35 &5c40 00 00 00 00 0c c3 f0 f0 00 00 00 00 00 00 0c c3 &5c50 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_36 &5c60 b4 f0 f0 f0 3c c3 69 07 f0 f0 f0 c3 3c f0 c3 0c &5c70 0c c3 2d e1 c3 0c 00 00 00 00 00 08 04 00 00 00 ; scenery_sprite_part_37 &5c80 00 00 00 03 0f 4b 1e 0f 00 03 0f 0f 0f 0f 0f c3 &5c90 0c 0f 0f 0f 0f 0f 0f 0f 00 00 0c 0f 0f 0f 0f 0f ; scenery_sprite_part_38 &5ca0 0f 0f 0f 0f 0f 0e 0f 0e 3c 0f 0f 0f 0f 0f 0f 0f &5cb0 0f c3 3c 0f 0f 0f 0f 0f 0f 0f 0f c3 3c 0f 0f 0f ; scenery_sprite_part_39 &5cc0 0e 00 00 00 00 00 00 00 07 01 00 00 00 00 00 00 &5cd0 0f 0f 07 01 00 00 00 00 0f 0f 0f 0f 07 01 00 00 ; scenery_sprite_part_3a &5ce0 00 00 00 00 0c 0f 0f 0f 00 00 00 00 00 00 0c 0f &5cf0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_3b &5d00 0f 0f 0f 0f 0f c3 3c 0f 0f 0f 0f 0f 3c c3 0f 0f &5d10 0c 0f 2d 87 0f 0f 0f 0f 00 00 00 00 00 00 00 00 ; scenery_sprite_part_3c &5d20 0f 0f 0f 0f 07 0f 07 07 0f 0f 0f 0f 07 0c 00 00 &5d30 0f 0f 07 0f 07 07 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_3d &5d40 00 00 00 00 00 00 00 00 66 26 33 33 33 13 11 11 &5d50 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_3e &5d60 00 00 00 00 00 00 00 00 01 01 02 05 01 03 01 01 &5d70 00 00 08 04 00 08 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_3f &5d80 00 00 00 00 00 00 00 00 07 01 01 00 00 00 00 00 &5d90 0c 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_40 &5da0 00 00 00 00 00 00 00 00 02 03 07 05 02 03 03 05 &5db0 00 0c 00 08 08 08 0c 04 00 00 00 00 00 00 00 00 ; scenery_sprite_part_41 &5dc0 00 00 00 00 00 00 00 00 05 01 01 03 00 00 00 00 &5dd0 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_42 &5de0 00 00 01 01 03 03 16 16 07 3c 79 f4 f0 f8 f1 d3 &5df0 08 84 c2 e5 e1 f2 f0 f8 00 00 00 00 00 08 08 08 ; scenery_sprite_part_43 &5e00 16 16 16 16 07 03 01 00 cb e1 f0 f8 f2 78 0f 0f &5e10 f2 e1 e1 e5 c2 0c 08 00 08 08 00 00 00 00 00 00 ; scenery_sprite_part_44 &5e20 00 00 00 00 00 00 00 00 03 07 43 34 03 34 36 78 &5e30 0c 0e 2c c2 0c c6 c2 e9 00 00 00 00 00 00 00 00 ; scenery_sprite_part_45 &5e40 00 00 00 00 00 00 00 00 7a 78 7c 79 78 35 34 03 &5e50 e3 e9 e3 e1 e5 c2 c2 0c 00 00 00 00 00 00 00 00 ; scenery_sprite_part_46 &5e60 00 00 00 00 00 11 11 32 33 cf 8f 4f 3f 87 c7 f4 &5e70 cc 3f 1f 2f cf 0f 0f cf 00 00 00 00 00 00 00 08 ; scenery_sprite_part_47 &5e80 33 32 76 74 71 73 73 71 f6 f0 f5 fd f9 f2 f8 f1 &5e90 cb e3 eb e9 f9 f7 f3 f9 08 0c 0c 0c 0e 0e 86 86 ; scenery_sprite_part_48 &5ea0 74 76 71 73 70 71 75 75 f3 f8 fa f2 f1 f8 fa f3 &5eb0 f9 f4 f8 f1 f7 fe f4 f1 8e 8e 86 86 86 86 8e 8e ; scenery_sprite_part_49 &5ec0 74 74 71 74 76 30 11 00 f7 f1 fc fe f6 f2 f8 fb &5ed0 f3 f6 f0 f5 fc e9 e3 cf 86 86 0e 0d 0e 0d 0a 05 ; scenery_sprite_part_4a &5ee0 00 00 00 00 00 00 00 00 03 05 09 4d 7f 6f 4f 5f &5ef0 08 04 02 46 ce 4e 4e 4e 00 00 00 00 00 00 00 00 ; scenery_sprite_part_4b &5f00 00 00 00 00 00 00 00 00 5f 4f 6f 6f 4f 7f 37 03 &5f10 4e 4e ce ce ce ce 8c 08 00 00 00 00 00 00 00 00 ; scenery_sprite_part_4c &5f20 00 00 00 00 00 00 00 00 00 11 00 11 00 11 00 11 &5f30 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_4d &5f40 00 00 01 01 01 00 00 01 07 78 87 87 78 0f 8f 4f &5f50 0c c2 0f 2d e1 0e 0e 4b 00 00 00 00 00 00 00 00 ; scenery_sprite_part_4e &5f60 03 25 17 0f 2f 4f 2f 2d ad 87 1e a5 0f da 87 2d &5f70 87 2d 1e 4b a5 5a 87 1e 08 0c 0c 0e 86 4a 0e 0e ; scenery_sprite_part_4f &5f80 5f 0f 2f 16 07 03 01 00 1e a5 0f 5a 8f 2d 0f 07 &5f90 4b 2d 96 2d 87 0f 0f 0c 4a 0e 0e 0c 84 08 00 00 ; scenery_sprite_part_50 &5fa0 00 03 12 1e 69 78 1e 4b 0f f0 5a f0 3c 87 e1 78 &5fb0 08 86 69 f0 f0 f0 3c 87 00 00 08 86 e1 f0 f0 d2 ; scenery_sprite_part_51 &5fc0 5a 5e 1f 4b 5a 5a 78 3c 1e 4b 78 7c 3f 4b 78 f0 &5fd0 e1 78 1e c3 3c fc 3f 0f 3c 87 e1 78 1e 87 a5 ad ; scenery_sprite_part_52 &5fe0 03 00 00 00 00 00 00 00 f0 3c 03 00 00 00 00 00 &5ff0 3c f0 f0 3c 03 00 00 00 2f 87 a5 a5 e1 3c 03 00 ; scenery_sprite_part_53 &6000 00 00 00 00 08 86 e1 d2 00 00 00 00 00 00 08 86 &6010 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_54 &6020 78 c3 1e b4 a5 0f b4 b4 69 69 e1 87 2d e1 e3 cf &6030 00 00 00 00 00 00 00 08 00 00 00 00 00 00 00 00 ; scenery_sprite_part_55 &6040 bf 0f b4 b4 b4 f0 e1 0e 2d e1 e1 e1 e1 86 0d 0a &6050 00 08 04 08 04 08 04 08 00 00 00 00 00 00 00 00 ; scenery_sprite_part_56 &6060 0c 03 00 00 00 00 00 00 00 00 0c 03 00 00 00 00 &6070 00 00 00 00 0c 03 00 00 00 00 00 00 00 00 0c 03 ; scenery_sprite_part_57 &6080 00 00 00 00 00 00 03 0c 00 00 00 00 03 0c 00 00 &6090 00 00 03 0c 00 00 00 00 03 0c 00 00 00 00 00 00 ; scenery_sprite_part_58 &60a0 00 00 00 00 00 00 00 00 03 03 03 03 03 03 03 03 &60b0 0c 0c 0c 0c 0c 0c 0c 0c 00 00 00 00 00 00 00 00 ; scenery_sprite_part_59 &60c0 00 00 00 00 00 01 01 00 03 03 03 03 07 6f 0f 07 &60d0 0c 0c 0c 0c 0e 0f 0f 0e 00 00 00 00 00 08 08 00 ; scenery_sprite_part_5a &60e0 00 00 00 00 00 00 00 00 03 34 07 12 35 36 7d 7a &60f0 08 84 0c 08 84 84 c2 8e 00 00 00 00 00 00 00 00 ; scenery_sprite_part_5b &6100 00 00 00 00 00 00 00 00 7d 7a 7d 7a 7d 7a 3d 07 &6110 c2 8e c2 8e c2 ca 86 0c 00 00 00 00 00 00 00 00 ; scenery_sprite_part_5c &6120 00 00 00 00 00 00 00 00 03 3f 07 37 37 7f 7f 7f &6130 08 8e 0c 8c 8c ce 8e ce 00 00 00 00 00 00 00 00 ; scenery_sprite_part_5d &6140 00 00 00 00 00 00 00 00 7f 7f 7f 7f 7f 7f 2f 07 &6150 8e ce 8e 4e 8e 4e 8e 0c 00 00 00 00 00 00 00 00 ; scenery_sprite_part_5e &6160 00 00 00 00 11 33 11 00 77 11 04 8a 89 8a 0e 8b &6170 08 08 08 3b 13 0d 00 08 00 00 00 aa ee 88 00 00 ; scenery_sprite_part_5f &6180 00 00 22 66 47 77 00 00 02 8b 0f 4d 08 00 01 01 &6190 33 77 77 2b 0f 08 08 00 00 88 88 88 00 00 00 00 ; scenery_sprite_part_60 &61a0 00 00 01 12 12 12 01 07 07 6f f0 87 8f 87 87 0f &61b0 0c 0e e1 69 3c 2d 0f 0f 00 00 00 08 08 08 00 08 ; scenery_sprite_part_61 &61c0 3c 69 5a 1e 4b 0f 69 0f f0 0f f1 0f f0 0f 78 0f &61d0 f0 f2 eb f8 e3 6b e3 69 0e e1 e1 69 e1 e1 2d 69 ; scenery_sprite_part_62 &61e0 4b 0f 5a 78 5f 7f 5f 4f 78 1e 78 0f 3c 69 5a 78 &61f0 c3 e1 c3 78 f0 d2 78 e1 2d 69 69 6d 6f 2f 86 84 ; scenery_sprite_part_63 &6200 5e 3c 16 34 12 12 01 00 d2 69 e1 4b 87 87 c3 0f &6210 1e 3c 1e 1e 0f 0f 1e 0d 0c 4a 86 86 4a c2 84 08 ; scenery_sprite_part_64 &6220 00 00 00 00 00 00 00 00 00 00 00 00 00 00 03 2f &6230 00 00 00 00 03 1f e1 78 00 00 03 0f ff ff 3f d3 ; scenery_sprite_part_65 &6240 03 07 3c 3c 4f 7f 7f 7f ff ff 3f c3 f0 3c cf ff &6250 8f ff ff 7f 97 e1 3c de e1 78 bc de ef ff 4f 87 ; scenery_sprite_part_66 &6260 3f 0f 4f 7f 7f 7f 3f 0f ff ff 3f 0f cf ff ff ff &6270 ef ef de 1e 2f ef ef ef b7 b7 b7 b7 b7 c3 c3 b7 ; scenery_sprite_part_67 &6280 4f 7f 7f 7f 3f 03 00 00 3f 0f cf ff ff ff 3f 03 &6290 de 1e 2f ef ef cf 0c 00 b7 b7 b7 87 0c 00 00 00 ; scenery_sprite_part_68 &62a0 03 3f c3 78 9e ef ff ff 0f ff ff 3f c3 e1 f0 bc &62b0 00 0c cf cf ef ef 6f 87 00 00 00 00 00 00 08 08 ; scenery_sprite_part_69 &62c0 7f b7 d3 e1 f0 69 69 ad de de bc 1e 6f ef de ef &62d0 d3 b7 b7 b7 a7 c3 c3 d3 08 08 08 08 08 08 08 08 ; scenery_sprite_part_6a &62e0 69 ad 78 bc 69 69 ad 69 de 9e 0f 6f cf ef cf cf &62f0 b7 b7 b7 b7 a7 87 0c 00 08 08 08 08 08 00 00 00 ; scenery_sprite_part_6b &6300 ad 8f 0c 00 00 00 00 00 0c 00 00 00 00 00 00 00 &6310 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; scenery_sprite_part_6c &6320 a5 4b a5 4b a5 4b 87 0c a5 5a a5 5a 87 0c 00 00 &6330 a5 4b 87 0c 00 00 00 00 87 0c 00 00 00 00 00 00 ; scenery_sprite_part_6d &6340 2d 03 00 00 00 00 00 00 a5 5a 2d 03 00 00 00 00 &6350 a5 4b a5 4b 2d 03 00 00 a5 5a a5 5a a5 5a 2d 03 ; scenery_sprite_part_6e &6360 fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa &6370 fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa ; scenery_sprite_part_6f &6380 fe 33 00 00 00 00 00 00 fa fa fe 33 00 00 00 00 &6390 fa fa fa fa fe 33 00 00 fa fa fa fa fa fa fe 33 ; scenery_sprite_part_70 &63a0 0c c3 f0 f0 f0 f0 3c 0f 00 00 0c c3 f0 f0 f0 f0 &63b0 00 00 00 00 0c c3 f0 f0 00 00 00 00 00 00 0c c3 ; scenery_sprite_part_71 &63c0 0f c3 f0 f0 f0 f0 f0 f0 3c 0f 0f c3 f0 f0 f0 f0 &63d0 f0 f0 3c 0f 0f c3 f0 f0 f0 f0 f0 f0 3c 0f 0f c3 ; scenery_sprite_part_72 &63e0 00 00 00 01 01 01 03 03 06 0d 0c 09 08 09 01 01 &63f0 06 04 06 07 78 96 87 87 06 02 06 0c 0c 84 84 84 ; scenery_sprite_part_73 &6400 03 03 03 03 03 03 13 47 01 00 00 03 3c f0 4b ad &6410 96 78 69 f0 e1 f0 e1 1e 84 0c c2 c2 e1 a5 69 e1 ; scenery_sprite_part_74 &6420 df 57 13 01 01 01 00 00 0f 0f 0e 09 08 09 0d 0d &6430 7e f2 5a 4b 69 69 b4 78 e1 c3 0f 0e 0e 0e 4a c2 ; scenery_sprite_part_75 &6440 00 00 00 00 00 00 00 00 16 07 03 01 12 03 03 03 &6450 78 f0 78 78 c3 4b 0f 0f a5 c3 e1 c3 e1 c3 4b 0f ; scenery_sprite_part_76 &6460 00 00 00 00 00 00 00 00 07 07 07 07 0f 0f 0f 0f &6470 0f 0d 0d 0d 09 09 09 09 0f 0f 0f 0f 0e 0e 0e 0e ; scenery_sprite_part_77 &6480 00 00 00 00 00 01 12 01 07 07 07 07 4b 0f 87 0f &6490 01 01 01 01 01 01 00 00 0c 0c 84 0e 86 2d 0f 07 ; scenery_sprite_part_78 &64a0 00 33 ff 2f 03 01 00 00 ff ef 8f 3c f0 78 1e 03 &64b0 08 84 c2 e1 f0 e1 87 0c 00 00 00 08 84 0c 08 00 ; object_sprites ; object_sprite_00 (OBJECT_ROPE) &64c0 33 47 9d ab aa 8a 7f 07 cc 2e 9b 5d 55 9d 2b 46 ; object_sprite_01 (OBJECT_FLOWER) &64d0 00 33 13 01 11 23 46 8c 60 d0 a0 50 65 46 04 00 ; object_sprite_02 (OBJECT_GUN) &64e0 d0 f0 f0 c3 e1 c2 c0 0c 40 f1 4b 04 00 00 00 00 ; object_sprite_03 (OBJECT_BOTTLE) &64f0 00 66 f9 f9 f9 f9 6f 06 00 00 00 fe fe 0f 00 00 ; object_sprite_04 (OBJECT_KEY) &6500 00 00 00 ff 4f ee ae aa 22 57 55 af 5f 55 27 02 ; object_sprite_05 (OBJECT_CLAW) &6510 73 f1 f1 f1 f1 6b 06 00 cc ee ff ff 1f 11 32 20 ; object_sprite_06 (OBJECT_GLOVE) &6520 00 30 10 f0 10 70 10 30 10 b0 f0 e0 d0 e0 80 00 ; object_sprite_07 (OBJECT_AMULET) &6530 10 10 10 10 01 00 00 00 b0 1a 10 90 a1 7a 72 07 ; object_sprite_08 (OBJECT_APPLE) &6540 30 21 13 33 33 33 13 01 60 8e cc c8 e8 e8 c2 0c ; object_sprite_09 (OBJECT_SCROLL) &6550 33 22 11 11 33 33 88 77 ee 11 ee ee cc cc 22 cc ; object_sprite_0a (OBJECT_HINT) &6560 00 00 00 10 00 70 e0 00 00 00 80 a0 00 00 40 80 ; object_sprite_0b (OBJECT_WEAPON_BOMB) &6570 00 00 00 00 10 10 01 00 00 00 00 80 c0 c0 84 08 ; object_sprite_0c (OBJECT_WEAPON_STAR) &6580 00 00 11 01 33 23 02 00 00 00 88 aa ee 8e cc 0c ; object_sprite_0d (OBJECT_WEAPON_NUNCHAKU) &6590 00 00 00 00 03 37 07 07 00 00 00 0e ce 8e 0c 08 ; object_sprite_0e (OBJECT_WEAPON_SWORD) &65a0 00 55 37 57 05 00 00 00 00 00 00 88 cc 6e 37 03 ; object_sprite_0f (OBJECT_WEAPON_STICK) &65b0 00 00 00 10 30 61 c2 0c 30 61 c2 84 08 00 00 00 ; exits_destination_y &65c0 18 50 50 10 20 58 48 10 20 58 20 58 18 58 48 10 &65d0 48 16 44 14 48 10 18 10 58 18 4c 1c 50 00 00 00 &65e0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &65f0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; exits_destination_x &6600 00 1a 00 1a 00 1a 00 1a 00 1a 00 1a 00 1a 00 1a &6610 00 1a 00 1a 00 1a 00 1a 1a 1a 10 00 00 00 00 00 &6620 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &6630 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; initial_player_x &6640 0c ; initial_player_y &6641 30 ; initial_player_direction &6642 00 ; unused &6643 00 00 00 00 00 00 00 00 00 00 00 00 00 ; enemy_projectile_sprite &6650 00 00 00 00 00 00 00 00 00 00 44 ee ee 44 00 00 ; unused &6660 00 44 44 ee ee 44 44 00 44 44 ee ee ee ee 44 44 &6670 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &6680 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &6690 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &66a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &66b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; room_data_addresses_low ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &66c0 20 83 d2 81 d2 3b 9e f1 5e d7 40 93 f6 6d b4 00 ; &00 &66d0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; &10 ; room_data_addresses_high ; 0 1 2 3 4 5 6 7 8 9 a b c d e f &66e0 4e 4e 4e 4f 4f 50 50 50 51 51 52 52 52 53 53 00 ; &00 &66f0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; &10 Loading screen ============== ; LOADSCR ; 0057a0 0057a0 001960 &66a0 c3 a1 a5 a5 a5 25 49 0b 69 a1 a5 a5 c1 03 0f 0f &66b0 a5 a5 a5 a5 50 0a 0f 0f c3 87 87 87 07 0f 0f 0f &66c0 c3 43 4b 5a 78 48 0b 0f 3c 58 5a 5a 68 09 0f 0f &66d0 69 58 78 58 5a 1a 2c 0d 69 58 5a 5a 68 09 0f 0f &66e0 5a 5a 5a 5a 5a 0a 0f 0f 96 52 5a 5a 4a 4b 83 07 &66f0 c3 03 4b 4b c3 43 0b 0f 0f 0f 0f 0f 96 06 0f 0f &6700 0f 0f 0f 0f 0f 0f 0f 0f 3f 2f 0f 0f 0f 0f 0f 0f &6710 ff 6f 6f 6f ff 0f 0e 0c cf 4f 0f 0f 0f 0b 20 70 &6720 0f 0f 0f 0f 0f 04 f0 f0 ff 6f 7f 6f ff 0f f0 f0 &6730 7f 3f ff 3f 7f 87 50 a0 8f 0f 0f 0f 8f 09 08 80 &6740 0f 0f 0f 0f 0f 0f 08 08 ff 6f 7f 6f ff 0f 0f 03 &6750 ff 1f cf 1f ff 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &6760 0f 0f 0f 0f 0f 0f 01 0c 0f 0f 0f 0f 0f 0f 04 00 &6770 1f 0f 0f 0f 1f 0f 0a 01 ef cf cf cf ff 0f 07 0f &6780 0f 0f 0f 4f cf 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &6790 0f 1f 3f 3f 3f 0f 0f 0e ef bf 1f ff 1f 0f 0f 00 &67a0 0f 0f 8f 8f 8f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 04 &67b0 7f cf 7f 0f ff 0f 0f 20 ef 0f cf 6f cf 0f 0f a0 &67c0 0f 0f 0f 0f 0f 0f 0f 00 3f 2f 0f 0f 0f 0f 0f 00 &67d0 ff 6f 6f 6f ff 0f 0f 0f cf 4f 0f 0f 0f 0f 0f 0f &67e0 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &67f0 0f 3f 7f 7e 7c 6d 6d 6d 0f ff ff f0 f0 0f 0f 0f &6800 0f ff ff f0 f0 0f 0f 0f 0f ff ff f0 f0 0f 0f 0f &6810 0f ff ff f0 f0 0f 0f 0f 0f ff ff f0 f0 0f 0f 0f &6820 0f ff ff f0 f0 0f 0f 0f 0f ff ff f0 f0 0f 0f 0f &6830 0f ff ff f0 f0 0f 0f 0f 0f ed fe f6 f2 3e 3e 3e &6840 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0d 0e 0f 0f &6850 0b 05 0e 0d 0f 0f 0f 0f 87 1e 4b 0f 0f 0f 0f 04 &6860 3c 78 1e 69 0f 0f 0f 0f f0 78 78 e1 a5 0e 0f 0f &6870 d0 a0 50 a1 49 2d 0f 0f 00 80 40 80 48 0c 04 0e &6880 00 04 10 00 10 00 10 00 40 f0 e0 f0 f0 f0 f0 f0 &6890 0f 0f 87 40 a0 d0 a0 d0 0f 0f 0f 07 81 50 a0 10 &68a0 0e 0f 0f 0f 87 61 a1 50 0a 0f 0f 0f 0f 0d 0c 08 &68b0 0b 0f 0f 0f 0f 1e 0c 1c 0f 0f 0f 1e d2 60 f0 70 &68c0 0f 0f 87 61 d0 b0 50 b0 0f 0f e1 f0 f0 f0 f0 f0 &68d0 0c c2 e0 40 a0 40 80 41 00 00 00 00 04 04 04 08 &68e0 06 0a 04 00 04 00 00 00 08 00 10 20 12 02 52 2d &68f0 50 b0 50 b4 1c a5 3c 87 d0 a0 f0 87 1e 87 0f 0f &6900 00 83 01 0f 0e 1e 07 0f 00 0c 80 0f 0f 0f 0f 0f &6910 07 03 01 0d 02 0e 0f 0f 0f 0f 0f 0f 0f 0f 07 0f &6920 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &6930 6d 6d 6d 6d 6d 6d 6d 6d 0f 0f 2f 2d 0f 0f 0f 0f &6940 08 58 08 58 0d 08 78 0f 04 94 0d 0d 0d 05 a5 0f &6950 04 14 04 14 05 04 b4 0f 04 94 0d 0d 0d 05 a5 0f &6960 09 41 05 05 05 05 a5 0f 05 05 05 a1 0b 0b 4b 0f &6970 0f 0f 4f 4b 0f 0f 0f 0f 3e 3e 3e 3e 3e 3e 3e 3e &6980 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &6990 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &69a0 0d 0f 0f 0f 0f 0f 0f 0f 0f 1e 0f 0f 0f 0f 0f 0f &69b0 2d 0d 0f 0e 0f 0f 0f 0f 0c 0e 0f 4b 0f 0f 86 0f &69c0 10 69 0f 0f 96 0f 2d 0e f0 f0 f0 b4 b4 b4 2c 1c &69d0 e0 f0 a0 50 a0 42 86 0e a0 10 30 50 30 50 20 14 &69e0 e1 d0 e0 c0 e1 82 83 02 08 20 58 e0 70 f0 70 f0 &69f0 0c 10 00 10 00 90 04 90 f0 70 f0 60 f0 e0 f0 e0 &6a00 50 b0 50 b0 30 90 21 92 e0 f0 f0 f0 f0 d2 96 4b &6a10 80 41 80 00 83 07 2d 0e 07 0b 07 0d 0f 3c 2d 0f &6a20 01 03 16 0f 0f 0f 0d 0f 0f 25 0f 0d 0f 0f 0f 0f &6a30 0d 0f 4b 0f 0f 0f 0f 0f 3c 4b 0f 0f 0f 0f 0f 0f &6a40 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &6a50 0f 0f 0f 0f 0f 0f 0f 0f 0f 0e 0f 0f 0f 0f 0f 0f &6a60 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &6a70 6d 6d 6d 6d 6d 6d 6d 6d 0f 0f 0f 0f 0f 0f 0f 0f &6a80 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &6a90 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &6aa0 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &6ab0 0f 0f 0f 0f 0f 0f 0f 0f 3e 3e 3e 3e 3e 3e 3e 3e &6ac0 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0e 0d 0a 0c &6ad0 0e 0e 0c 14 08 18 20 50 08 00 a0 50 f0 70 f0 f0 &6ae0 0c 10 a0 f0 f0 f0 f0 f0 07 03 80 d0 e0 f0 f0 f0 &6af0 0f 0f 07 0b c1 c0 e0 f0 0f 0f 0f 0f 07 0f 06 07 &6b00 05 0f 0f 0f 0f 0f 0f 0f 2d 96 07 0f 4b 0f 0f 0f &6b10 86 0f 2d 0f 85 87 1e 0f 1a 16 09 05 0a 0d 0e 07 &6b20 94 04 94 1a 1a 10 0b 0f f0 f0 f0 f0 f0 f0 f0 70 &6b30 04 90 04 90 04 d2 80 d2 a0 20 a0 52 82 52 87 02 &6b40 c2 a5 a5 0b 0b 0b 1e 0f 2d 1e 87 0f 25 2d 0f 0f &6b50 87 2d 0d 0f 4b 0f 0f 0f 05 0f 0f 0f 0f 0f 0e 0f &6b60 0f 0f 0f 0f 0d 0e 0c 1c 0f 0f 0c 0a 00 50 f0 70 &6b70 0f 0c 00 20 d0 f0 f0 f0 0f 03 00 b0 50 f0 f0 f0 &6b80 0a 08 a0 50 e0 d0 e0 f0 0f 0f 07 05 02 03 80 40 &6b90 0f 0f 0f 0f 0f 07 0b 07 0f 0f 0f 0f 0f 0f 0f 0f &6ba0 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &6bb0 6d 6d 6d 6d 6d 6d 6d 6d 0f 0f 0f 0e 1e 4f 4b 0f &6bc0 0f 0f 0f 06 16 07 05 20 0f 0f 0f 06 14 05 05 05 &6bd0 0f 0f 0f 0d 05 05 05 05 0f 0f 0f 04 14 05 05 05 &6be0 0f 0f 0f 08 50 05 05 05 0f 0f 0f 0c 14 24 16 05 &6bf0 0f 0f 0f 07 87 2f 25 07 3e 3e 3e 3e 3e 3e 3e 3e &6c00 0f 0f 0e 0f 0e 0d 0e 0d 0c 04 18 04 18 20 01 01 &6c10 20 50 b0 01 07 0f 0f 0f f0 f0 16 0f 0f 0f 0f af &6c20 f0 f0 f0 28 0f 0f 0f 8e f0 f0 f0 f0 70 0e 0f 0f &6c30 f0 f0 f0 f0 f0 f0 28 0f 01 a0 d0 e0 f0 f0 50 28 &6c40 0d 0e 03 05 02 80 40 00 0f 0f 0f 0f 0f 05 0a 01 &6c50 0d 0f 0f 0f 0f 0f 0f 0f 0f 2d 0b 0e 0f 1e 0f 0d &6c60 05 0f 06 0f 0e 1c 0e 04 70 78 28 58 a0 50 a0 40 &6c70 81 43 83 43 81 40 81 00 07 01 0b 0d 0f 07 0f 05 &6c80 0f 0d 87 0f 0f 87 0f 0f 0f 0f 0f 0f 0f 0f 0e 0f &6c90 0f 0e 0f 0f 0e 04 0a 00 07 0e 18 04 18 30 50 00 &6ca0 10 b0 70 f0 f0 f0 40 83 f0 f0 f0 f0 f0 e0 83 0f &6cb0 f0 f0 f0 e0 c1 0f 0f 0e f0 f0 f0 83 0f 0f 0f 2f &6cc0 e0 f0 1c 0f 0f 0f 0f af 80 40 b0 00 1c 0e 0f 0f &6cd0 07 05 02 05 02 81 00 01 0f 0f 0f 0f 0f 07 0f 07 &6ce0 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &6cf0 6d 6d 6d 6d 6d 6d 7d 7f 0f 0f 0f 0f 0f 0f ff ff &6d00 52 87 0f 0f 0f 0f ff ff 24 96 0f 0f 0f 0f ff ff &6d10 a4 1e 0f 0f 0f 0f ff ff 85 2d 0f 0f 0f 0f ff ff &6d20 04 b4 0f 0f 0f 0f ff ff a4 1e 0f 0f 0f 0f ff ff &6d30 07 87 0f 0f 0f 0f ff ff 3e 3e 3e 3e 3e 3e fe fe &6d40 0a 0c 0a 0c 0a 05 0b 07 03 03 07 0f 0f 0f 0f 0b &6d50 1f 2f 1f 2f 5f 2f 5f 2f 7f ff ff ff ff ff ff ff &6d60 8f 04 0d 08 0c 08 0c 08 07 0f 05 07 07 0f 07 0f &6d70 0f 0f 2f 7f 7f 7f 2f 0f 0e 0f 0f 0f 07 0b 0d 02 &6d80 05 0f 0f 0f 0f 5f 6f 7f 0c 0c 1e 1e 0f 0f 8f 4f &6d90 0f 07 0f 0f 03 07 09 0b 0f 0f 0f 0f 0f 0f 0f 0f &6da0 0e 0c 0f 0b 06 08 00 08 00 01 0f 0c 00 00 00 80 &6db0 00 08 0f 0a 00 00 00 20 01 0b 07 0b 05 0b 07 03 &6dc0 0f 0f 0f 0f 0f 0f 0f 0f 0e 0c 1e 1e 09 0d 03 0b &6dd0 07 07 0f 0f 0f 1f 2f 5f 04 0f 0f 0f 0f 4f cf ce &6de0 0f 0f 0f 1f 1d 1b 07 09 0f 0f 8f cf cf cf 8f 0f &6df0 0d 0e 05 0c 0c 0e 0c 0e 3f 15 17 13 17 13 17 13 &6e00 df ef ff ef ff ef ff ef 0f 8f 0f 8f 4f 8f 4f 8f &6e10 08 08 0c 0e 0e 0f 0f 0b 0b 07 0b 07 0b 05 0b 0d &6e20 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &6e30 7e 7c 6d 6d 6d 6d 6d 6d f0 f0 0f 0f 0f 0f 0f 0f &6e40 f0 f0 0f 0f 0f 0f 0c 2c f0 f0 0f 0f 0f 0f 0b 0a &6e50 f0 f0 0f 0f 0f 0f 02 c2 f0 f0 0f 0f 0f 0f 09 28 &6e60 f0 f0 0f 0f 0f 0f 0c 38 f0 f0 0f 0f 0f 0f 0f 0f &6e70 f0 f0 0f 0f 0f 0f 0f 0f f2 f2 3e 3e 3e 3e 3e 3e &6e80 0f 0f 03 0b 0a 00 00 40 0d 0d 05 04 06 0e 12 20 &6e90 5f 0f 1f 2d 25 90 00 80 7f ff bf 7f 1f c3 70 00 &6ea0 0c 0c 08 8c 8d 8e 0e 87 0f 07 07 07 03 08 00 0f &6eb0 0f 0f 0f 0f 0e 08 00 02 05 02 05 02 15 13 11 3b &6ec0 7f ff ff ff ff ff ff ff 8f cf af df ef df ff ff &6ed0 09 0b 0d 0c 0d 0c ad 0e 0f 0f 0f 0f 0f 0f 0f 06 &6ee0 00 08 10 08 10 08 10 30 50 b0 50 f0 f0 f0 f0 f0 &6ef0 40 f0 a0 f0 e0 f0 e0 f0 03 01 03 01 83 01 83 01 &6f00 0f 0f 0f 0e 0f 0e 0f 0e 03 0b 07 17 07 17 b7 1f &6f10 3f 7f bf 7f ff 7f ff ff cf ee ef ee ff ff ff ff &6f20 05 09 05 09 04 08 00 8a 0f 0f 0f 0f 0f 02 00 09 &6f30 0e 0c 0c 0c 09 02 00 0f 17 17 13 37 37 2f 1e 2c &6f40 df ef bf cf 0f 78 c0 00 4f 0f 0f 86 84 20 10 20 &6f50 07 07 05 05 0c 0e 08 80 0f 0f 09 0b 0b 01 01 41 &6f60 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &6f70 6d 6d 6d 6d 6d 6d 6d 6d 0f 0f 0f 0f 0f 0f 0f 0f &6f80 8e 86 0e 1e 0f 0f 0f 0f 1a 0b 0a 42 96 0f 0f 0f &6f90 06 82 0a 42 96 0f 0f 0f 0a 0a 0a 0a 5a 0f 0f 0f &6fa0 0a 0a 0a 48 3c 0f 0f 0f 2f 2d 0f 0f 0f 0f 0f 0f &6fb0 0f 0f 0f 0f 0f 0f 0f 0f 3e 3e 3e 3e 3e 3e 3e 3e &6fc0 e0 50 e0 50 a0 40 a0 50 f0 50 30 50 30 40 30 00 &6fd0 d0 d0 f0 b0 70 b0 70 a0 00 90 c0 a0 90 40 a0 d0 &6fe0 70 70 a0 70 20 00 00 a0 a5 f0 b0 50 a0 50 00 00 &6ff0 0f 58 f0 70 b0 50 20 00 0f 00 d0 f0 f0 70 20 08 &7000 7f 0f 52 f0 f0 a0 00 01 df 0f c2 f0 f0 00 0a 07 &7010 0e 4a 0e 02 18 84 90 10 0b 06 0d 06 0d 06 0d 06 &7020 10 30 10 30 10 20 10 00 f0 f0 f0 f0 f0 f0 f0 f0 &7030 f0 f0 f0 f0 f0 f0 e0 f0 82 00 81 00 81 00 81 00 &7040 0e 0c 0e 0e 1e 0e 1e 1e 1f 4b 0e 18 12 24 20 01 &7050 7f 0f 78 f0 f0 00 02 05 cf 0e 58 f0 f0 b0 00 00 &7060 0f 10 70 f0 f0 d0 80 02 0f 52 f0 d0 a0 50 80 00 &7070 b4 f0 a0 50 a0 40 00 00 c0 d0 a0 c0 90 00 00 30 &7080 10 30 70 b0 30 50 b0 60 70 70 f0 b0 d0 a0 d0 a0 &7090 e0 50 80 50 80 40 a0 10 e1 41 e1 41 a1 41 a1 01 &70a0 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &70b0 6d 6d 6d 6d 6d 6d 6d 6d 0f 0f 0f 0f 0f 0f 0f 0f &70c0 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &70d0 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &70e0 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &70f0 0f 0f 0f 0f 0f 0f 0f 0f 3e 3e 3e 3e 3e 3e 3e 3e &7100 68 50 08 0c 0e 0f 0f 0f 02 01 02 05 0a 04 0e 0f &7110 58 8e 4f 4f 6f 2f 27 37 70 a0 60 38 06 0d 8e 4f &7120 50 e0 f0 f0 d0 78 28 0f 00 a0 d0 e0 f0 f0 80 0f &7130 01 03 03 97 97 b7 b7 2f 8f 8d 8e 09 08 28 4b 0f &7140 0d 0f 0f 07 0b 07 0f 0f 2e 2f 6f 6f 7f 7f 7f 7f &7150 0b 07 0f 0f 0f 0f 0f 0f 1f 1f 1f 2d 0f 0f 0f 0f &7160 0f 0f 9e ad de cf ef ef 0f 0f 5a a5 0f 1e 87 0f &7170 0f 0f 5a a5 0f 4b a5 0f 0f 0f 4b a5 0f 4b 87 0f &7180 0f 0f 1f 97 3f 3f 7f 7f 2f 8d 8e 0f 0f 0f 0f 0f &7190 03 07 0f 0f 0f 0f 0f 0f 0f 1f 1f 1f 0f 0f 0f 0f &71a0 cf 0d 8e 8d ce cf ee ef 0f 28 50 a0 50 00 00 0f &71b0 58 a0 50 a0 70 b0 50 28 50 a0 50 a0 f0 f0 70 00 &71c0 53 4f 5e 5e 5e 5e 4e ce 4e 9c 4e 6f a7 37 93 17 &71d0 a0 00 81 02 05 0a 8d ce 01 0f 07 0f 07 0f 0f 0f &71e0 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &71f0 6d 6d 6d 6d 6d 6d 6d 6d 0f 0f 0f 0f 0f 0f 0f 0f &7200 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &7210 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &7220 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &7230 0f 0f 0f 0f 0f 0f 0f 0f 3e 3e 3e 3e 3e 3e 3e 3e &7240 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f 0f &7250 3f 3f 3f 3f 1f 1f 1f 1f 2f 2f 9f 9f 8f 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