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51968: Room 11: The Hall (teleport: 1249)
Used by the routine at 35090.
the_hall
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
51968 DEFB 0,0,0,0,0,0,0,0 Room layout
51976 DEFB 0,0,0,0,0,0,0,0
51984 DEFB 0,0,0,0,0,0,0,0
51992 DEFB 0,0,0,0,0,0,0,0
52000 DEFB 0,0,0,0,0,0,0,0
52008 DEFB 170,170,170,170,170,170,170,170
52016 DEFB 0,0,0,0,0,40,0,0
52024 DEFB 0,0,0,0,0,40,0,0
52032 DEFB 0,0,0,0,0,40,0,0
52040 DEFB 0,0,0,0,0,40,0,0
52048 DEFB 0,0,0,0,0,40,0,0
52056 DEFB 0,0,0,0,0,40,0,0
52064 DEFB 0,0,0,0,0,0,0,0
52072 DEFB 0,0,192,192,48,0,0,0
52080 DEFB 170,170,170,170,170,170,170,170
52088 DEFB 170,170,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
52096 DEFM " The Hall " 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.
background11 floor11 wall11 nasty11 ramp11 conveyor11
52128 DEFB 0,0,0,0,0,0,0,0,0 Background
52137 DEFB 71,255,170,119,170,119,170,85,170 Floor (unused)
52146 DEFB 58,32,16,14,193,48,9,198,32 Wall
52155 DEFB 68,136,169,169,187,191,191,191,94 Nasty
52164 DEFB 7,192,192,48,48,12,12,3,3 Ramp
52173 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.
52182 DEFB 0 Direction (left)
52183 DEFW 0 Location in the attribute buffer at 24064 (unused)
52185 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.
52186 DEFB 0 Direction (up to the left)
52187 DEFW 24485 Location in the attribute buffer at 24064: (13,5)
52189 DEFB 6 Length
The next byte is copied to 32990 and specifies the border colour.
52190 DEFB 4 Border colour
The next two bytes are copied to 32991, but are not used.
52191 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
item11
52193 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.
52201 DEFB 20 Room to the left (Ballroom East)
52202 DEFB 10 Room to the right (The Front Door)
52203 DEFB 0 Room above (The Off Licence)
52204 DEFB 0 Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
52205 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.
52208 DEFB 89,202 Guardian no. 89 (vertical), base sprite 6, x=10 (41672)
52210 DEFB 26,19 Guardian no. 26 (horizontal), base sprite 0, initial x=19 (41168)
52212 DEFB 95,19 Guardian no. 95 (horizontal), base sprite 0, initial x=19 (41720)
52214 DEFB 69,68 Arrow flying right to left at pixel y-coordinate 34 (41512)
52216 DEFB 60,22 Arrow flying left to right at pixel y-coordinate 11 (41440)
52218 DEFB 255,0 Terminator (41976)
52220 DEFB 89,0 Guardian no. 89 (vertical), base sprite 0, x=0 (41672) (unused)
52222 DEFB 0,0 Nothing (40960)
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