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51200: Room 8: Inside the MegaTrunk (teleport: 49)
Used by the routine at 35090.
inside_the_megatrunk
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
51200 DEFB 0,0,8,0,8,0,0,0 Room layout
51208 DEFB 0,0,8,0,8,0,0,0
51216 DEFB 0,0,8,0,8,0,0,0
51224 DEFB 0,0,8,1,64,0,0,0
51232 DEFB 0,0,9,0,0,0,0,0
51240 DEFB 0,0,0,0,26,170,128,0
51248 DEFB 0,0,0,5,8,0,0,0
51256 DEFB 170,170,168,0,8,0,0,0
51264 DEFB 48,195,9,0,8,0,0,0
51272 DEFB 48,195,8,0,88,0,0,0
51280 DEFB 48,195,8,0,8,0,0,0
51288 DEFB 48,195,8,5,0,0,0,0
51296 DEFB 48,195,8,0,0,0,0,0
51304 DEFB 48,195,9,0,10,170,170,170
51312 DEFB 48,195,8,0,8,0,0,0
51320 DEFB 48,195,8,0,88,0,0,0
The next 32 bytes are copied to 32896 and specify the room name.
51328 DEFM " Inside the MegaTrunk " 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.
background08 floor08 wall08 nasty08 ramp08 conveyor08
51360 DEFB 0,0,0,0,0,0,0,0,0 Background
51369 DEFB 4,245,250,191,31,38,20,34,16 Floor
51378 DEFB 22,171,171,173,170,170,174,85,85 Wall
51387 DEFB 6,110,116,56,30,110,116,56,30 Nasty
51396 DEFB 7,64,0,16,0,4,0,1,0 Ramp
51405 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.
51414 DEFB 0 Direction (left)
51415 DEFW 0 Location in the attribute buffer at 24064 (unused)
51417 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.
51418 DEFB 0 Direction (up to the left)
51419 DEFW 24315 Location in the attribute buffer at 24064: (7,27)
51421 DEFB 3 Length
The next byte is copied to 32990 and specifies the border colour.
51422 DEFB 4 Border colour
The next two bytes are copied to 32991, but are not used.
51423 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
item08
51425 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.
51433 DEFB 9 Room to the left (On a Branch Over the Drive)
51434 DEFB 7 Room to the right (Cuckoo's Nest)
51435 DEFB 12 Room above (Tree Top)
51436 DEFB 3 Room below (At the Foot of the MegaTree)
The next three bytes are copied to 33005, but are not used.
51437 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.
51440 DEFB 9,2 Guardian no. 9 (vertical), base sprite 0, x=2 (41032)
51442 DEFB 9,5 Guardian no. 9 (vertical), base sprite 0, x=5 (41032)
51444 DEFB 9,8 Guardian no. 9 (vertical), base sprite 0, x=8 (41032)
51446 DEFB 24,6 Guardian no. 24 (horizontal), base sprite 0, initial x=6 (41152)
51448 DEFB 44,44 Guardian no. 44 (vertical), base sprite 1, x=12 (41312)
51450 DEFB 22,27 Guardian no. 22 (horizontal), base sprite 0, initial x=27 (41136)
51452 DEFB 47,147 Guardian no. 47 (horizontal), base sprite 4, initial x=19 (41336)
51454 DEFB 255,0 Terminator (41976)
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