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51712: Room 10: The Front Door (teleport: 249)
Used by the routine at 35090.
the_front_door
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.
51712 DEFB 0,0,0,0,0,0,0,0 Room layout
51720 DEFB 0,0,0,0,0,0,0,0
51728 DEFB 0,0,0,0,0,0,0,0
51736 DEFB 0,0,0,0,0,0,0,0
51744 DEFB 0,0,0,0,0,0,0,0
51752 DEFB 170,170,170,0,0,0,0,0
51760 DEFB 0,0,0,0,0,0,0,0
51768 DEFB 0,0,0,0,0,0,0,0
51776 DEFB 0,0,0,0,0,0,0,0
51784 DEFB 0,0,0,0,0,0,0,0
51792 DEFB 0,0,0,0,0,0,0,0
51800 DEFB 0,0,0,0,0,0,0,0
51808 DEFB 0,0,0,0,0,0,0,0
51816 DEFB 0,0,0,0,0,0,0,0
51824 DEFB 64,0,0,0,0,0,0,0
51832 DEFB 160,0,0,0,0,0,0,0
The next 32 bytes are copied to 32896 and specify the room name.
51840 DEFM " The Front Door " 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.
background10 floor10 wall10 nasty10 ramp10 conveyor10
51872 DEFB 40,0,0,0,0,0,0,0,0 Background
51881 DEFB 71,255,170,119,170,119,170,85,170 Floor
51890 DEFB 58,32,16,14,193,48,9,198,32 Wall
51899 DEFB 255,0,0,0,0,0,0,0,0 Nasty (unused)
51908 DEFB 47,192,64,176,80,172,84,171,85 Ramp
51917 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.
51926 DEFB 0 Direction (left)
51927 DEFW 0 Location in the attribute buffer at 24064 (unused)
51929 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.
51930 DEFB 0 Direction (up to the left)
51931 DEFW 24546 Location in the attribute buffer at 24064: (15,2)
51933 DEFB 2 Length
The next byte is copied to 32990 and specifies the border colour.
51934 DEFB 2 Border colour
The next two bytes are copied to 32991, but are not used.
51935 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
item10
51937 DEFB 12,28,28,30,27,63,120,255 Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
51945 DEFB 11 Room to the left (The Hall)
51946 DEFB 9 Room to the right (On a Branch Over the Drive)
51947 DEFB 0 Room above (The Off Licence)
51948 DEFB 5 Room below (The Security Guard)
The next three bytes are copied to 33005, but are not used.
51949 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.
51952 DEFB 255,0 Terminator (41976)
51954 DEFB 0,0 Nothing (40960)
51956 DEFB 0,0 Nothing (40960)
51958 DEFB 0,0 Nothing (40960)
51960 DEFB 0,0 Nothing (40960)
51962 DEFB 0,0 Nothing (40960)
51964 DEFB 0,0 Nothing (40960)
51966 DEFB 0,0 Nothing (40960)
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