The first 128 bytes 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.
Input
Output
61184
DEFB 0,0,0,0,0,0,0,0
Room layout (completely empty)
61192
DEFB 0,0,0,0,0,0,0,0
61200
DEFB 0,0,0,0,0,0,0,0
61208
DEFB 0,0,0,0,0,0,0,0
61216
DEFB 0,0,0,0,0,0,0,0
61224
DEFB 0,0,0,0,0,0,0,0
61232
DEFB 0,0,0,0,0,0,0,0
61240
DEFB 0,0,0,0,0,0,0,0
61248
DEFB 0,0,0,0,0,0,0,0
61256
DEFB 0,0,0,0,0,0,0,0
61264
DEFB 0,0,0,0,0,0,0,0
61272
DEFB 0,0,0,0,0,0,0,0
61280
DEFB 0,0,0,0,0,0,0,0
61288
DEFB 0,0,0,0,0,0,0,0
61296
DEFB 0,0,0,0,0,0,0,0
61304
DEFB 0,0,0,0,0,0,0,0
The next 32 bytes specify the room name.
61312
DEFM " [ "
Room name
In a working room definition, the next 80 bytes define the tiles, conveyor, ramp, border colour, item graphic, and exits. In this room, however, there are code remnants and unused data.
61344
DEFB 0,0,0,0,0,0,0,0,0
Background tile
61353
DEFB 0,0,0,0,0,0,0,0
61361
INC B
61362
LD (HL),0
61364
JP NZ,25315
61367
INC (IX+6)
61370
DEFB 16,255
61372
LD (IX+10),C
61375
LD (HL),B
61376
JP 24150
61379
LD BC,24583
61382
LD A,(16526)
61385
JR NZ,61411
61387
PUSH HL
61388
PUSH BC
61389
PUSH AF
61390
LD DE,24296
61393
PUSH DE
61394
PUSH BC
61395
RET
61396
POP AF
61397
POP BC
61398
DEC A
61399
DEFB 242,224
61401
DEFB 0
Conveyor length (deliberately set to 0)
61402
POP HL
61403
RET
61404
POP BC
61405
DEFB 0
Ramp length (deliberately set to 0)
61406
LD A,(HL)
61407
CP 44
61409
RET NZ
61410
RST 16
61411
PUSH BC
61412
LD A,(HL)
61413
CP 35
61415
CALL Z,7544
61418
CALL 11036
61421
EX (SP),HL
61422
PUSH HL
61423
DEFB 17
The next eight pairs of bytes specify the entities (ropes, arrows, guardians) in this room.