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49408: Room 1: The Bridge (teleport: 19)
Used by the routine at 35090.
the_bridge
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
49408 DEFB 0,0,0,0,0,0,0,0 Room layout
49416 DEFB 0,0,0,0,0,0,0,0
49424 DEFB 0,0,0,0,0,0,0,0
49432 DEFB 0,0,0,0,0,0,0,0
49440 DEFB 0,0,0,0,0,0,0,0
49448 DEFB 0,0,0,0,0,0,0,0
49456 DEFB 0,0,0,0,0,0,0,0
49464 DEFB 0,0,0,0,0,0,0,0
49472 DEFB 0,0,0,0,0,0,0,0
49480 DEFB 0,0,0,0,0,0,0,0
49488 DEFB 0,0,0,0,0,0,0,0
49496 DEFB 0,0,0,0,0,0,0,0
49504 DEFB 0,0,10,0,42,0,0,0
49512 DEFB 0,0,42,0,42,128,0,0
49520 DEFB 0,0,170,255,234,160,0,0
49528 DEFB 85,85,170,255,234,165,85,85
The next 32 bytes are copied to 32896 and specify the room name.
49536 DEFM " The Bridge " 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.
background01 floor01 wall01 nasty01 ramp01 conveyor01
49568 DEFB 0,0,0,0,0,0,0,0,0 Background
49577 DEFB 68,255,255,253,187,214,114,96,64 Floor
49586 DEFB 70,34,119,34,136,34,119,34,136 Wall
49595 DEFB 47,3,132,72,48,3,132,72,48 Nasty
49604 DEFB 7,3,3,12,13,50,55,194,200 Ramp
49613 DEFB 44,1,64,4,70,79,121,240,249 Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
49622 DEFB 1 Direction (right)
49623 DEFW 24556 Location in the attribute buffer at 24064: (15,12)
49625 DEFB 5 Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
49626 DEFB 1 Direction (up to the right)
49627 DEFW 24519 Location in the attribute buffer at 24064: (14,7)
49629 DEFB 3 Length
The next byte is copied to 32990 and specifies the border colour.
49630 DEFB 4 Border colour
The next two bytes are copied to 32991, but are not used.
49631 DEFB 64,160 Unused
The next eight bytes are copied to 32993 and define the item graphic.
item01
49633 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.
49641 DEFB 2 Room to the left (Under the MegaTree)
49642 DEFB 0 Room to the right (The Off Licence)
49643 DEFB 0 Room above (The Off Licence)
49644 DEFB 0 Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
49645 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.
49648 DEFB 20,8 Guardian no. 20 (horizontal), base sprite 0, initial x=8 (41120)
49650 DEFB 21,20 Guardian no. 21 (horizontal), base sprite 0, initial x=20 (41128)
49652 DEFB 14,140 Guardian no. 14 (vertical), base sprite 4, x=12 (41072)
49654 DEFB 255,0 Terminator (41976)
49656 DEFB 0,0 Nothing (40960)
49658 DEFB 0,0 Nothing (40960)
49660 DEFB 0,0 Nothing (40960)
49662 DEFB 0,0 Nothing (40960)
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