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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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60416 | DEFB 0,0,0,0,0,0,0,0 | Room layout | |||||||
60424 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
60432 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
60440 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
60448 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
60456 | DEFB 146,0,0,0,4,0,0,0 | ||||||||
60464 | DEFB 144,0,0,0,16,0,0,0 | ||||||||
60472 | DEFB 144,0,0,0,64,0,0,0 | ||||||||
60480 | DEFB 146,0,0,1,0,0,0,0 | ||||||||
60488 | DEFB 146,128,0,4,0,0,0,0 | ||||||||
60496 | DEFB 146,160,130,16,0,0,0,0 | ||||||||
60504 | DEFB 146,170,170,64,0,0,0,0 | ||||||||
60512 | DEFB 146,170,170,0,0,0,0,0 | ||||||||
60520 | DEFB 16,0,0,0,0,0,0,0 | ||||||||
60528 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
60536 | DEFB 170,170,170,0,0,0,0,0 | ||||||||
The next 32 bytes are copied to 32896 and specify the room name.
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60544 | DEFM " On top of the house " | 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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60576 | DEFB 8,0,0,0,0,0,0,0,0 | Background | |||||||
60585 | DEFB 14,160,64,128,0,0,0,0,0 | Floor | |||||||
60594 | DEFB 75,81,170,0,170,21,170,0,170 | Wall | |||||||
60603 | DEFB 255,0,0,0,0,0,0,0,0 | Nasty (unused) | |||||||
60612 | DEFB 15,1,3,6,13,26,52,104,208 | Ramp | |||||||
60621 | 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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60630 | DEFB 0 | Direction (left) | |||||||
60631 | DEFW 0 | Location in the attribute buffer at 24064 (unused) | |||||||
60633 | 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.
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60634 | DEFB 1 | Direction (up to the right) | |||||||
60635 | DEFW 24396 | Location in the attribute buffer at 24064: (10,12) | |||||||
60637 | DEFB 6 | Length | |||||||
The next byte is copied to 32990 and specifies the border colour.
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60638 | DEFB 3 | Border colour | |||||||
The next two bytes are copied to 32991, but are not used.
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60639 | DEFB 0,0 | Unused | |||||||
The next eight bytes are copied to 32993 and define the item graphic.
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60641 | DEFB 0,0,24,20,26,53,107,208 | 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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60649 | DEFB 14 | Room to the left (Rescue Esmerelda) | |||||||
60650 | DEFB 0 | Room to the right (The Off Licence) | |||||||
60651 | DEFB 0 | Room above (The Off Licence) | |||||||
60652 | DEFB 38 | Room below (Priests' Hole) | |||||||
The next three bytes are copied to 33005, but are not used.
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60653 | 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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60656 | DEFB 29,20 | Guardian no. 29 (vertical), base sprite 0, x=20 (41192) | |||||||
60658 | DEFB 255,0 | Terminator (41976) | |||||||
60660 | DEFB 0,0 | Nothing (40960) | |||||||
60662 | DEFB 0,0 | Nothing (40960) | |||||||
60664 | DEFB 0,0 | Nothing (40960) | |||||||
60666 | DEFB 0,0 | Nothing (40960) | |||||||
60668 | DEFB 0,0 | Nothing (40960) | |||||||
60670 | DEFB 0,0 | Nothing (40960) |
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