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51456: Room 9: On a Branch Over the Drive (teleport: 149)
Used by the routine at 35090.
on_a_branch_over_the_drive
The first 128 bytes are copied to 32768 and define the room layout. Each bit-pair (bits 7 and 6, 5 and 4, 3 and 2, or 1 and 0 of each byte) determines the type of tile (background, floor, wall or nasty) that will be drawn at the corresponding location.
51456 DEFB 0,0,0,0,0,0,0,0 Room layout
51464 DEFB 0,0,0,0,0,0,0,0
51472 DEFB 0,0,0,0,0,0,0,0
51480 DEFB 0,0,0,0,0,0,0,0
51488 DEFB 0,0,0,0,0,0,0,0
51496 DEFB 0,0,60,0,0,0,0,0
51504 DEFB 0,0,253,80,0,0,0,0
51512 DEFB 0,0,63,192,5,85,85,85
51520 DEFB 0,0,0,0,15,191,59,192
51528 DEFB 0,0,0,0,3,240,59,0
51536 DEFB 0,0,0,0,0,0,15,0
51544 DEFB 0,0,0,80,0,0,0,0
51552 DEFB 0,80,0,0,0,0,0,0
51560 DEFB 0,0,5,0,0,0,0,0
51568 DEFB 0,0,0,0,0,0,0,0
51576 DEFB 0,0,0,0,0,0,0,0
The next 32 bytes are copied to 32896 and specify the room name.
51584 DEFM " On a Branch Over the Drive " Room name
The next 54 bytes are copied to 32928 and contain the attributes and graphic data for the tiles used to build the room.
background09 floor09 wall09 nasty09 ramp09 conveyor09
51616 DEFB 8,0,0,0,0,0,0,0,0 Background
51625 DEFB 10,31,243,225,96,48,44,64,128 Floor
51634 DEFB 74,9,18,10,31,228,8,8,8 Wall
51643 DEFB 12,66,41,84,38,135,35,42,4 Nasty
51652 DEFB 15,5,2,4,8,80,32,64,128 Ramp
51661 DEFB 255,0,0,0,0,0,0,0,0 Conveyor (unused)
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
51670 DEFB 0 Direction (left)
51671 DEFW 0 Location in the attribute buffer at 24064 (unused)
51673 DEFB 0 Length: 0 (there is no conveyor in this room)
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
51674 DEFB 1 Direction (up to the right)
51675 DEFW 24398 Location in the attribute buffer at 24064: (10,14)
51677 DEFB 4 Length
The next byte is copied to 32990 and specifies the border colour.
51678 DEFB 2 Border colour
The next two bytes are copied to 32991, but are not used.
51679 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
item09
51681 DEFB 48,60,79,67,130,134,228,252 Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
51689 DEFB 10 Room to the left (The Front Door)
51690 DEFB 8 Room to the right (Inside the MegaTrunk)
51691 DEFB 13 Room above (Out on a limb)
51692 DEFB 4 Room below (The Drive)
The next three bytes are copied to 33005, but are not used.
51693 DEFB 0,0,0 Unused
The next eight pairs of bytes are copied to 33008 and specify the entities (ropes, arrows, guardians) in this room.
51696 DEFB 9,30 Guardian no. 9 (vertical), base sprite 0, x=30 (41032)
51698 DEFB 27,135 Guardian no. 27 (vertical), base sprite 4, x=7 (41176)
51700 DEFB 61,19 Guardian no. 61 (horizontal), base sprite 0, initial x=19 (41448)
51702 DEFB 62,14 Guardian no. 62 (vertical), base sprite 0, x=14 (41456)
51704 DEFB 60,68 Arrow flying left to right at pixel y-coordinate 34 (41440)
51706 DEFB 255,0 Terminator (41976)
51708 DEFB 0,0 Nothing (40960)
51710 DEFB 0,0 Nothing (40960)
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