	include "../../top-constants.asm"

	org #0000

floortypeandcolor:
;    db 0
    db #e0
ceilingtypeandcolor:
;    db 0
    db #40   
map:
	db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
	db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
	db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
	db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
	db 1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1
	db 1,0,1,0,0,0,1,0,1,1,1,1,1,1,1,1
	db 1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1
	db 9,0,0,0,1,0,0,0,1,1,1,1,1,1,1,1
	db 1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1
	db 1,0,1,0,0,0,1,0,1,1,1,1,1,1,1,1
	db 1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1
	db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
	db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
	db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
	db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
	db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
pickups_map:
    db 0
enemies_map:
    db 2
    ; enemy type, x, y, sprite, color, hit points, state1, state2, state3
    db ENEMY_KER2, 7*16+8,5*16+8,    ENEMY_KER_SPRITE_PATTERN,  9, 48,0,0,0
    db ENEMY_KER3, 7*16+8,9*16+8,    ENEMY_KER_SPRITE_PATTERN,  9, 48,0,0,0
events_map:
    db 1
    ; x, y, event ID (the first 4 IDs are reserved for 4 potential messages below (each of them
    ;                        4 lines of 22 characters each))
    db #10, #70, 0
messages_map:
    dw 22*8 ;; length of the message data block below
    db " OYES UNA VOZ:        "
    db "POPOLON! ERAS TU!     "
    db "OSASTE MATAR A NUESTRO"
    db "GORGON! MUERE!        "

    db "LA KER MORIBUNDA DICE:"
    db "NOOOOO!!! PAGARAS POR "
    db "ESTO POPOLON!         "
    db "                      "
