;=============================================== ; level data for Temple entry from Tunnel ;=============================================== locations: .word location0,location1 ; RIVEN_DOOR -- looking at projector location0: .byte $ff ; north exit .byte $FF ; south exit .byte $E0|1 ; east exit .byte RIVEN_NEAR_DOOR ; west exit .byte $ff ; north exit_dir .byte $ff ; south exit_dir .byte DIRECTION_E ; east exit_dir .byte DIRECTION_S ; west exit_dir .word $0000 ; north bg .word $0000 ; south bg .word door_e_zx02 ; east bg .word door_w_zx02 ; west bg .byte BG_EAST|BG_WEST .byte $FF ; special exit (none) ; RIVEN_NEAR_DOOR -- near door. Note actual game has extra location ; that's hard to get to location1: .byte $ff ; north exit .byte LOAD_MID<<4|RIVEN_MID ; south exit .byte RIVEN_DOOR ; east exit .byte LOAD_PROJECTOR<<4|RIVEN_PROJECTOR ; west exit .byte $ff ; north exit_dir .byte DIRECTION_S ; south exit_dir .byte DIRECTION_E ; east exit_dir .byte DIRECTION_W ; west exit_dir .word $ff ; north bg .word near_door_s_zx02 ; south bg .word near_door_e_zx02 ; east bg .word near_door_w_zx02 ; west bg .byte BG_EAST|BG_WEST|BG_SOUTH .byte $FF ; special exit