;=============================================== ; level data for doorway in cave ;=============================================== locations: .word location0,location1,location2 ; RIVEN_TOP -- top of the cave location0: .byte $FF ; north exit .byte $ff ; south exit .byte LOAD_CAVE<<4|RIVEN_MIDDLE ; east exit .byte RIVEN_PEEPHOLE ; west exit .byte $FF ; north exit_dir .byte $ff ; south exit_dir .byte DIRECTION_E ; east exit_dir .byte DIRECTION_W ; west exit_dir .word $0000 ; north bg .word $0000 ; south bg .word top_e_zx02 ; east bg .word top_w_zx02 ; west bg .byte BG_EAST|BG_WEST .byte $ff ; special exit ; RIVEN_PEEPHOLE -- at the peephole location1: .byte $FF ; north exit .byte $ff ; south exit .byte $ff ; east exit .byte RIVEN_TOP ; west exit .byte $FF ; north exit_dir .byte $ff ; south exit_dir .byte $ff ; east exit_dir .byte DIRECTION_W ; west exit_dir .word $0000 ; north bg .word $0000 ; south bg .word $0000 ; east bg .word peephole_w_zx02 ; west bg .byte BG_WEST .byte DIRECTION_W ; special exit .byte 15,22 ; x .byte 50,133 ; y .word click_peephole-1 ; note, change this based on rotation ; RIVEN_VIEW -- view in room location2: .byte $FF ; north exit .byte $ff ; south exit .byte $ff ; east exit .byte RIVEN_PEEPHOLE ; west exit .byte $FF ; north exit_dir .byte $ff ; south exit_dir .byte $ff ; east exit_dir .byte DIRECTION_W ; west exit_dir .word $0000 ; north bg .word $0000 ; south bg .word $0000 ; east bg .word view1_w_zx02 ; west bg .byte BG_WEST .byte $ff ; special exit