1986 · Electric Dreams Software

Spindizzy

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All 386 rooms of the world, each drawn on this page by the game's own drawing code from its record in the room directory.

01 · The world

A world of 386 rooms on a grid 39 wide

Every record in the room directory names a place on the map, a row and a column. Pick a room on the map to draw it below.

a rooma room with a jewelthe clock at a quarter speedthe start roomthe room drawn below

Drawn from the room directory at $0A00. Each square is one room, placed by the map row and column in bytes 1 and 2 of its record.

The rooms fill rows 41 to 78 and columns 49 to 87 of the map, with gaps where no record exists. A place without a record is drawn as an empty room if Gerald gets there, but walls and drops keep him out of most of them. The start room sits at row 64, column 64, near the middle. The eight rooms marked green have bit 4 of their flags set, so the clock runs at a quarter of its speed there: the start room and seven rooms east of it, the beginners' area the manual mentions.

02 · Every room

Every room, drawn by the game's own code

Step through the rooms or pick one on the map, and turn the view as F1, F3, F7 and F5 do in the game.

The picture is drawn by the game's own routines, run on this page on a model of the C64's processor over the bytes the Source tab lists: enter_room ($8B00) finds the record, builds the room grid and the list of moving pieces and draws the picture; one pass of the pieces then places their sprites. Gerald himself is left out. What they make is the screen the C64 shows, byte for byte. Jewels, lifts and inhabitants are drawn where the room starts them; in play they spin, rise and fall, and chase.

The table under the picture is the record itself. The jewel numbers run from 0 to 219, one bit each in the set at $C1C0 that remembers which are gone. A switched block is a structure put into the room while its switch is on, and a room whose switched block is off shows that switch's symbol in the bottom left corner of the picture, as a clue. The block in the bottom right corner is the compass, drawn for the view so that its arrow keeps pointing the same way through the world.