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50688: Room 6: Entrance to Hades (teleport: 239)
Used by the routine at 35090.
entrance_to_hades
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
50688 DEFB 160,0,0,0,0,0,0,0 Room layout
50696 DEFB 160,0,0,0,0,0,0,0
50704 DEFB 160,0,0,21,4,85,0,0
50712 DEFB 160,0,0,16,68,67,0,0
50720 DEFB 160,0,0,16,68,84,0,0
50728 DEFB 160,0,0,16,68,64,0,0
50736 DEFB 160,0,0,21,4,85,0,0
50744 DEFB 160,0,0,12,12,48,0,0
50752 DEFB 160,0,0,0,0,0,0,0
50760 DEFB 160,1,1,4,20,21,4,16
50768 DEFB 160,1,69,17,17,4,17,16
50776 DEFB 160,1,17,17,20,4,17,16
50784 DEFB 160,1,49,17,17,4,21,16
50792 DEFB 160,1,1,4,17,4,17,21
50800 DEFB 160,3,3,12,51,12,51,12
50808 DEFB 160,0,0,0,0,0,0,0
The next 32 bytes are copied to 32896 and specify the room name.
50816 DEFM " Entrance to Hades " 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.
background06 floor06 wall06 nasty06 ramp06 conveyor06
50848 DEFB 52,0,0,0,0,0,0,0,0 Background
50857 DEFB 163,160,20,130,80,10,65,40,5 Floor
50866 DEFB 99,187,187,56,187,187,187,131,187 Wall
50875 DEFB 50,191,92,88,48,40,88,72,48 Nasty
50884 DEFB 7,64,64,16,16,4,4,1,1 Ramp (unused)
50893 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.
50902 DEFB 0 Direction (left)
50903 DEFW 0 Location in the attribute buffer at 24064 (unused)
50905 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.
50906 DEFB 0 Direction (up to the left)
50907 DEFW 24519 Location in the attribute buffer at 24064: (14,7)
50909 DEFB 0 Length: 0 (there is no ramp in this room)
The next byte is copied to 32990 and specifies the border colour.
50910 DEFB 2 Border colour
The next two bytes are copied to 32991, but are not used.
50911 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
item06
50913 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.
50921 DEFB 14 Room to the left (Rescue Esmerelda)
50922 DEFB 5 Room to the right (The Security Guard)
50923 DEFB 0 Room above (The Off Licence)
50924 DEFB 0 Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
50925 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.
50928 DEFB 16,130 Guardian no. 16 (vertical), base sprite 4, x=2 (41088)
50930 DEFB 17,164 Guardian no. 17 (vertical), base sprite 5, x=4 (41096)
50932 DEFB 18,195 Guardian no. 18 (vertical), base sprite 6, x=3 (41104)
50934 DEFB 255,0 Terminator (41976)
50936 DEFB 0,0 Nothing (40960)
50938 DEFB 0,0 Nothing (40960)
50940 DEFB 0,0 Nothing (40960)
50942 DEFB 0,0 Nothing (40960)
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