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49152: Room 0: The Off Licence (teleport: 9)
Used by the routine at 35090.
the_off_licence
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.
Input
Output
49152 DEFB 0,0,0,0,0,0,0,0 Room layout
49160 DEFB 0,0,0,0,0,0,0,0
49168 DEFB 0,0,0,0,0,0,0,0
49176 DEFB 0,0,0,170,170,170,170,170
49184 DEFB 0,0,0,128,0,0,0,2
49192 DEFB 0,0,0,128,0,0,0,2
49200 DEFB 0,0,0,140,0,0,0,2
49208 DEFB 0,0,0,128,0,0,0,2
49216 DEFB 0,0,0,128,0,0,0,2
49224 DEFB 0,0,0,128,0,0,0,2
49232 DEFB 0,0,0,128,0,0,0,2
49240 DEFB 0,0,0,170,0,0,2,170
49248 DEFB 0,0,0,0,0,0,0,2
49256 DEFB 0,0,0,0,0,0,0,2
49264 DEFB 0,0,0,0,0,0,0,2
49272 DEFB 85,85,85,85,85,85,85,85
The next 32 bytes are copied to 32896 and specify the room name.
49280 DEFM " The Off Licence " 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.
background00 floor00 wall00 nasty00 ramp00 conveyor00
49312 DEFB 0,0,0,0,0,0,0,0,0 Background
49321 DEFB 68,255,222,108,136,18,64,4,0 Floor
49330 DEFB 22,34,255,136,255,34,255,136,255 Wall
49339 DEFB 5,248,136,158,189,189,158,136,248 Nasty
49348 DEFB 7,3,0,12,0,48,0,192,0 Ramp
49357 DEFB 67,51,255,51,0,255,0,170,0 Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
49366 DEFB 0 Direction (left)
49367 DEFW 24371 Location in the attribute buffer at 24064: (9,19)
49369 DEFB 12 Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
49370 DEFB 1 Direction (up to the right)
49371 DEFW 24535 Location in the attribute buffer at 24064: (14,23)
49373 DEFB 4 Length
The next byte is copied to 32990 and specifies the border colour.
49374 DEFB 5 Border colour
The next two bytes are copied to 32991, but are not used.
49375 DEFB 0,160 Unused
The next eight bytes are copied to 32993 and define the item graphic.
item00
49377 DEFB 24,24,60,126,98,98,98,126 Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
49385 DEFB 1 Room to the left (The Bridge)
49386 DEFB 0 Room to the right (The Off Licence)
49387 DEFB 0 Room above (The Off Licence)
49388 DEFB 0 Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
49389 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.
49392 DEFB 10,138 Guardian no. 10 (vertical), base sprite 4, x=10 (41040)
49394 DEFB 12,29 Guardian no. 12 (horizontal), base sprite 0, initial x=29 (41056)
49396 DEFB 44,39 Guardian no. 44 (vertical), base sprite 1, x=7 (41312)
49398 DEFB 255,0 Terminator (41976)
49400 DEFB 0,0 Nothing (40960)
49402 DEFB 0,0 Nothing (40960)
49404 DEFB 0,0 Nothing (40960)
49406 DEFB 0,0 Nothing (40960)
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