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60374: Room item/creature attribute colour patterns
creature colours are done in a taller block than item colours
Used at 58365 when setting display attributes for drawn/erased graphics that aren't Maroc or background room scenery.
Contains a series of directional offsets to put the colours for the graphic on screen.
There are 2 sets:
  • 3 characters wide x 5 characters tall - for creatures
  • 3 characters wide x 3 characters tall - for objects
After each offset is added to the display address pointer, the colour is applied to the character square.
SET 1 - for CREATURES, or destroyed creatures (3 x 5 character squares):
60374 DEFB 15 First byte = number of bytes in this set, used as a loop counter for printing the colour blocks
60375 DEFB -65 Added to screen attribute display address. In this case -65 will move the address up TWO ROWS, and one square to the left
60376 DEFB 1 Then move right one square
60377 DEFB 1 ...and another one
60378 DEFB 30 Then add 30 to the address, which moves down one line and back to the left two squares
60379 DEFB 1,1,30,1,1,30,1,1 ...Then a repeat of the 2 x 1 character squares, for 4 more rows, with some 30s to move across the screen and down to the next row
60387 DEFB 30,1,1
SET 2 - for OBJECTS (3 x 3 character squares):
60390 DEFB 9 First byte = number of bytes in this set, used as a loop counter for printing the colour blocks
60391 DEFB -33 Added to screen attribute display address. In this case -33 will move the address up ONE ROW, and one square to the left
60392 DEFB 1 Then move right one square
60393 DEFB 1 ...and another one
60394 DEFB 30 Then add 30 to the address, which moves down one line and back to the left two squares
60395 DEFB 1,1,30,1,1 ...Then a repeat of the 2 x 1 character squares, for 2 more rows
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