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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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53760 | DEFB 0,0,0,0,0,0,0,0 | Room layout | |||||||
53768 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
53776 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
53784 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
53792 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
53800 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
53808 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
53816 | DEFB 0,0,0,0,0,0,10,64 | ||||||||
53824 | DEFB 0,0,0,0,0,0,10,208 | ||||||||
53832 | DEFB 170,64,0,0,0,0,10,170 | ||||||||
53840 | DEFB 170,192,0,0,0,0,10,170 | ||||||||
53848 | DEFB 170,192,0,0,0,0,10,170 | ||||||||
53856 | DEFB 170,144,0,0,0,0,10,170 | ||||||||
53864 | DEFB 170,176,0,0,0,0,10,170 | ||||||||
53872 | DEFB 170,176,10,64,0,0,10,170 | ||||||||
53880 | DEFB 170,170,170,170,170,170,170,170 | ||||||||
The next 32 bytes are copied to 32896 and specify the room name.
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53888 | DEFM " On the Roof " | 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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53920 | DEFB 68,0,0,0,0,0,0,0,0 | Background | |||||||
53929 | DEFB 7,128,192,224,208,88,156,222,205 | Floor | |||||||
53938 | DEFB 38,17,248,7,8,240,15,208,63 | Wall | |||||||
53947 | DEFB 70,85,153,221,204,85,153,221,204 | Nasty | |||||||
53956 | DEFB 7,0,0,0,0,0,0,0,0 | Ramp (unused) | |||||||
53965 | DEFB 10,240,240,240,255,255,0,0,255 | Conveyor | |||||||
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
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53974 | DEFB 1 | Direction (right) | |||||||
53975 | DEFW 24558 | Location in the attribute buffer at 24064: (15,14) | |||||||
53977 | DEFB 8 | Length | |||||||
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
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53978 | DEFB 0 | Direction (up to the left) | |||||||
53979 | DEFW 0 | Location in the attribute buffer at 24064: (0,0) | |||||||
53981 | DEFB 0 | Length | |||||||
The next byte is copied to 32990 and specifies the border colour.
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53982 | DEFB 2 | Border colour | |||||||
The next two bytes are copied to 32991, but are not used.
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53983 | DEFB 0,0 | Unused | |||||||
The next eight bytes are copied to 32993 and define the item graphic.
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53985 | DEFB 1,2,5,10,84,40,48,72 | Item graphic | |||||||
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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53993 | DEFB 48 | Room to the left (Nomen Luni) | |||||||
53994 | DEFB 17 | Room to the right (Up on the Battlements) | |||||||
53995 | DEFB 18 | Room above (On the Roof) | |||||||
53996 | DEFB 0 | Room below (The Off Licence) | |||||||
The next three bytes are copied to 33005, but are not used.
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53997 | 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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54000 | DEFB 34,22 | Guardian no. 34 (horizontal), base sprite 0, initial x=22 (41232) | |||||||
54002 | DEFB 1,16 | Rope at x=16 (40968) | |||||||
54004 | DEFB 255,0 | Terminator (41976) | |||||||
54006 | DEFB 0,0 | Nothing (40960) | |||||||
54008 | DEFB 0,0 | Nothing (40960) | |||||||
54010 | DEFB 0,0 | Nothing (40960) | |||||||
54012 | DEFB 0,0 | Nothing (40960) | |||||||
54014 | DEFB 0,0 | Nothing (40960) |
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