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Map |
The castle rooms are drawn with the same path as Rooms. Clear both display buffers at Clear_BothDisplayBuffers, populate them at PopulateDisplayBuffer_VisibleEntities (room passes 00-05 over the scenery table at StateData_SimpleEntities), then blit at Blit_DisplayBuffer. Camera edges come from Pointer_CameraRoomOrigin.
Placement follows the C64-Wiki map for the Spectrum layout: Storage Cupboard on the left, Patio on the right, and the Swamp under the Weight room. The camera code at Update_CameraFollow steps Pointer_CameraRoomOrigin by 20 between 20 and A0 (five upper rooms). The Weight to Patio wrap is at Update_CameraFollow_WrapLeft, and the Patio to Weight wrap is at Update_CameraFollow_WrapRight. Storage Cupboard and Patio are a normal step apart. The Swamp camera at E0 to FF is entered from the Weight room via the white arch entity at StateData_ScenerySecondary (Berk_ReadControls_DownInteract to B785).
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