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Data |
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Used by the routine at 35068.
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.
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50688 | DEFB 160,0,0,0,0,0,0,0 | Room layout | |||||||
50696 | DEFB 160,0,0,0,0,0,0,0 | ||||||||
50704 | DEFB 160,0,0,21,4,85,0,0 | ||||||||
50712 | DEFB 160,0,0,16,68,67,0,0 | ||||||||
50720 | DEFB 160,0,0,16,68,84,0,0 | ||||||||
50728 | DEFB 160,0,0,16,68,64,0,0 | ||||||||
50736 | DEFB 160,0,0,21,4,85,0,0 | ||||||||
50744 | DEFB 160,0,0,12,12,48,0,0 | ||||||||
50752 | DEFB 160,0,0,0,0,0,0,0 | ||||||||
50760 | DEFB 160,1,1,4,20,21,4,16 | ||||||||
50768 | DEFB 160,1,69,17,17,4,17,16 | ||||||||
50776 | DEFB 160,1,17,17,20,4,17,16 | ||||||||
50784 | DEFB 160,1,49,17,17,4,21,16 | ||||||||
50792 | DEFB 160,1,1,4,17,4,17,21 | ||||||||
50800 | DEFB 160,3,3,12,51,12,51,12 | ||||||||
50808 | DEFB 160,0,0,0,0,0,0,0 | ||||||||
The next 32 bytes are copied to 32896 and specify the room name.
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50816 | DEFM " Entrance to Hades " | 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.
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50848 | DEFB 52,0,0,0,0,0,0,0,0 | Background | |||||||
50857 | DEFB 163,160,20,130,80,10,65,40,5 | Floor | |||||||
50866 | DEFB 99,187,187,56,187,187,187,131,187 | Wall | |||||||
50875 | DEFB 50,191,92,88,48,40,88,72,48 | Nasty | |||||||
50884 | DEFB 7,64,64,16,16,4,4,1,1 | Ramp (unused) | |||||||
50893 | 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.
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50902 | DEFB 0 | Direction (left) | |||||||
50903 | DEFW 0 | Location in the attribute buffer at 24064: (0,0) | |||||||
50905 | DEFB 0 | Length | |||||||
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
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50906 | DEFB 0 | Direction (up to the left) | |||||||
50907 | DEFW 24519 | Location in the attribute buffer at 24064: (14,7) | |||||||
50909 | DEFB 0 | Length | |||||||
The next byte is copied to 32990 and specifies the border colour.
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50910 | DEFB 2 | Border colour | |||||||
The next two bytes are copied to 32991, but are not used.
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50911 | DEFB 0,0 | Unused | |||||||
The next eight bytes are copied to 32993 and define the item graphic.
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50913 | DEFB 0,0,0,0,0,0,0,0 | Item graphic (unused) | |||||||
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
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50921 | DEFB 14 | Room to the left (Rescue Esmerelda) | |||||||
50922 | DEFB 5 | Room to the right (The Security Guard) | |||||||
50923 | DEFB 0 | Room above (The Off Licence) | |||||||
50924 | DEFB 0 | Room below (The Off Licence) | |||||||
The next three bytes are copied to 33005, but are not used.
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50925 | 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.
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50928 | DEFB 16,130 | Guardian no. 16 (vertical), base sprite 4, x=2 (41088) | |||||||
50930 | DEFB 17,164 | Guardian no. 17 (vertical), base sprite 5, x=4 (41096) | |||||||
50932 | DEFB 18,195 | Guardian no. 18 (vertical), base sprite 6, x=3 (41104) | |||||||
50934 | DEFB 255,0 | Terminator (41976) | |||||||
50936 | DEFB 0,0 | Nothing (40960) | |||||||
50938 | DEFB 0,0 | Nothing (40960) | |||||||
50940 | DEFB 0,0 | Nothing (40960) | |||||||
50942 | DEFB 0,0 | Nothing (40960) |
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