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- Recall, room numbers are 16 bits, typically ranging from 0-295. Expansion will hopefully This is used only when you exit the given room. For example, let's say you enter through a skull doorway in Skullwoods. Bu38 KB (6,199 words) - 06:18, 21 December 2016
- * {{$|04D62E}} = Pointer Table, 2 byte local addresses, indexed by room ID |{{$|10}}11 KB (1,371 words) - 23:36, 16 September 2017
- Room Information: There are {{$|128}} (296) rooms in in the ROM. Each room has one word of information devoted to it. ...}} will look like {{hex|1001}}. The quadrants are laid out like so in each room:20 KB (2,982 words) - 07:26, 10 December 2017
- ...y bytes 05/06 of its associated [[Underworld#Room Headers|room header]]. A room tag contains a trigger, such as killing all enemies; and an effect, such as *$0A ($00C4BF) - Clear room to open3 KB (502 words) - 01:04, 22 September 2016
- ...e maintains several variables in memory pertaining to the current interior room, and uses these to update the working save file when the player enters and : 0 if the room has normal width (half of a metaroom)3 KB (478 words) - 13:51, 14 November 2016
- * {{address|$|00||10}} = Mainly used as work registers. Storage of addresses and values. * {{address|$|10||01}} = Main Module index18 KB (2,427 words) - 04:27, 21 December 2016
- |{{$|10}} |Boundary for in-floor inter-room staircases8 KB (1,044 words) - 20:46, 19 December 2016
- ...|02}} = In the context of loading dungeon rooms, contains the index of the room (see {{$|A0}}) multiplied by 3. Allows for indexing into 24bit pointer addr **{{0x|10}} = hyrule castle11 KB (1,510 words) - 04:13, 21 December 2016
- * {{address|$|0310||02}} = The Y velocity of a moving floor (Mothula's room) * {{address|$|0312||02}} = The X velocity of a moving floor (Mothula's room)16 KB (2,409 words) - 05:19, 29 December 2016
- For a break down on how room data gets saved, see the SRAM Document. * {{$|0401 - Tops four bits: In a given room, each bit corresponds to a door being opened.14 KB (2,007 words) - 00:26, 21 December 2016
- * {{$|0616}}[{{0x|02] ??? Up room transition scroll target ...nzero when a moveable block that triggers something is pushed in a dungeon room.5 KB (719 words) - 00:27, 21 December 2016
- ...= Used to load SP-5 (first half) Usually for sprites specific to an area / room. Valid values are 0x00 to 0x17 ...= Used to load SP-6 (first half) Usually for sprites specific to an area / room. Valid values are 0x00 to 0x178 KB (1,363 words) - 00:29, 21 December 2016
- * {{$|0B00}}[{{0x|08}}] = Overlord types for this room. 0x00 - Cannon Room7 KB (1,127 words) - 00:30, 21 December 2016
- * {{$|0D00}}[{{0x|10] * {{$|0D10}}[{{0x|10]16 KB (2,504 words) - 00:31, 21 December 2016
- Seems to be addresses used for blitting graphics onto the screen after a room or area has already loaded. * {{$|19A0}}[{{0x|10}}] = Door tilemap address8 KB (1,318 words) - 00:32, 21 December 2016
- ...00}}[{{0x|1000}}] = (Dungeons) BG2 tile attribute table - (after the level/room has loaded), tile information for the room/map.13 KB (2,320 words) - 00:33, 21 December 2016
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