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6CE2: Backgrounds
24 addresses, one for each background a room record can name. Each points at a list of 8-byte records ended by a 0 byte, and next_bg_obj_sprite copies each record as it stands into bytes 0 to 7 of a new object record: type, x, y, z, size along x, size along y, height and flags. It sets +8 to the room number and clears the rest. Unlike a block type, a background carries its own coordinates, so it is always in the same place in a room.
North is towards larger y and east towards larger x: the north arch stands at y = $C4, just beyond the far side of a full-depth room, and the east arch at x = $C4. Only the north and west sides have walls; the south and east sides are open towards the viewer.
background_type_tbl 6CE2 DEFW arch_n 0: arch N
6CE4 DEFW arch_e 1: arch E
6CE6 DEFW arch_s 2: arch S
6CE8 DEFW arch_w 3: arch W
6CEA DEFW tree_arch_n 4: forest exit N
6CEC DEFW tree_arch_e 5: forest exit E
6CEE DEFW tree_arch_s 6: forest exit S
6CF0 DEFW tree_arch_w 7: forest exit W
6CF2 DEFW gate_n 8: portcullis N
6CF4 DEFW gate_e 9: portcullis E
6CF6 DEFW gate_s 10: portcullis S
6CF8 DEFW gate_w 11: portcullis W
6CFA DEFW walls_square 12: walls (square room)
6CFC DEFW walls_narrow_y 13: walls (room narrow in y)
6CFE DEFW walls_narrow_x 14: walls (room narrow in x)
6D00 DEFW tree_walls 15: forest walls
6D02 DEFW tree_filler_w 16: trees closing the W gap
6D04 DEFW tree_filler_n 17: trees closing the N gap
6D06 DEFW wizard 18: the wizard
6D08 DEFW cauldron 19: the cauldron
6D0A DEFW high_arch_e 20: high arch E
6D0C DEFW high_arch_s 21: high arch S
6D0E DEFW high_arch_e_base 22: step to high arch E
6D10 DEFW high_arch_s_base 23: step to high arch S
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