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52224: Room 12: Tree Top (teleport: 349)
Used by the routine at 35090.
tree_top
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
52224 DEFB 0,0,0,0,0,0,0,0 Room layout
52232 DEFB 0,0,0,0,0,0,0,0
52240 DEFB 0,0,0,0,0,0,0,0
52248 DEFB 0,0,0,0,0,0,0,0
52256 DEFB 0,0,0,0,0,0,0,0
52264 DEFB 0,0,0,0,0,0,0,0
52272 DEFB 0,0,0,0,64,0,0,0
52280 DEFB 0,0,84,0,0,0,0,0
52288 DEFB 0,0,0,20,0,4,0,0
52296 DEFB 1,80,0,0,20,0,0,0
52304 DEFB 0,0,0,0,0,0,0,0
52312 DEFB 0,0,0,0,0,20,0,0
52320 DEFB 85,85,84,0,8,0,0,0
52328 DEFB 12,243,200,16,8,0,80,0
52336 DEFB 207,63,8,0,8,80,0,0
52344 DEFB 48,48,8,0,88,0,0,0
The next 32 bytes are copied to 32896 and specify the room name.
52352 DEFM " Tree Top " 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.
background12 floor12 wall12 nasty12 ramp12 conveyor12
52384 DEFB 0,0,0,0,0,0,0,0,0 Background
52393 DEFB 4,170,85,170,88,48,16,16,8 Floor
52402 DEFB 22,165,40,82,85,85,73,162,181 Wall
52411 DEFB 66,137,74,18,52,24,52,82,145 Nasty
52420 DEFB 7,64,0,16,0,4,0,1,0 Ramp
52429 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.
52438 DEFB 0 Direction (left)
52439 DEFW 0 Location in the attribute buffer at 24064 (unused)
52441 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.
52442 DEFB 0 Direction (up to the left)
52443 DEFW 24527 Location in the attribute buffer at 24064: (14,15)
52445 DEFB 2 Length
The next byte is copied to 32990 and specifies the border colour.
52446 DEFB 6 Border colour
The next two bytes are copied to 32991, but are not used.
52447 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
item12
52449 DEFB 30,45,55,123,109,94,184,192 Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
52457 DEFB 13 Room to the left (Out on a limb)
52458 DEFB 0 Room to the right (The Off Licence)
52459 DEFB 0 Room above (The Off Licence)
52460 DEFB 8 Room below (Inside the MegaTrunk)
The next three bytes are copied to 33005, but are not used.
52461 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.
52464 DEFB 24,7 Guardian no. 24 (horizontal), base sprite 0, initial x=7 (41152)
52466 DEFB 46,136 Guardian no. 46 (horizontal), base sprite 4, initial x=8 (41328)
52468 DEFB 26,24 Guardian no. 26 (horizontal), base sprite 0, initial x=24 (41168)
52470 DEFB 69,132 Arrow flying right to left at pixel y-coordinate 66 (41512)
52472 DEFB 255,0 Terminator (41976)
52474 DEFB 0,0 Nothing (40960)
52476 DEFB 0,0 Nothing (40960)
52478 DEFB 0,0 Nothing (40960)
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