Data
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52480: Room 13: Out on a limb (teleport: 1349)
Used by the routine at 35090.
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
52480 DEFB 0,0,0,0,0,0,0,0 Room layout
52488 DEFB 0,0,0,0,0,0,0,0
52496 DEFB 0,0,0,0,0,0,0,0
52504 DEFB 0,0,0,0,0,0,0,0
52512 DEFB 0,0,0,0,0,0,0,0
52520 DEFB 0,0,0,4,0,0,0,0
52528 DEFB 0,16,0,0,4,1,0,0
52536 DEFB 0,0,4,0,0,0,0,0
52544 DEFB 0,0,0,0,0,0,16,0
52552 DEFB 0,0,0,1,0,64,0,0
52560 DEFB 4,0,0,4,64,0,0,0
52568 DEFB 0,4,0,1,16,0,0,0
52576 DEFB 0,0,1,0,74,170,170,170
52584 DEFB 1,0,0,0,0,127,255,0
52592 DEFB 0,0,64,0,64,31,252,0
52600 DEFB 0,0,0,64,0,1,80,0
The next 32 bytes are copied to 32896 and specify the room name.
52608 DEFM " Out on a limb " 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.
52640 DEFB 0,0,0,0,0,0,0,0,0 Background
52649 DEFB 4,1,30,6,122,26,232,104,160 Floor
52658 DEFB 66,7,255,252,56,24,16,32,0 Wall
52667 DEFB 2,1,129,6,88,32,64,136,130 Nasty
52676 DEFB 4,0,0,0,0,0,0,0,0 Ramp (unused)
52685 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.
52694 DEFB 0 Direction (left)
52695 DEFW 0 Location in the attribute buffer at 24064 (unused)
52697 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.
52698 DEFB 1 Direction (up to the right)
52699 DEFW 0 Location in the attribute buffer at 24064 (unused)
52701 DEFB 0 Length: 0 (there is no ramp in this room)
The next byte is copied to 32990 and specifies the border colour.
52702 DEFB 5 Border colour
The next two bytes are copied to 32991, but are not used.
52703 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
52705 DEFB 96,184,190,93,90,53,42,21 Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
52713 DEFB 10 Room to the left (The Front Door)
52714 DEFB 12 Room to the right (Tree Top)
52715 DEFB 0 Room above (The Off Licence)
52716 DEFB 9 Room below (On a Branch Over the Drive)
The next three bytes are copied to 33005, but are not used.
52717 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.
52720 DEFB 45,76 Guardian no. 45 (vertical), base sprite 2, x=12 (41320)
52722 DEFB 25,19 Guardian no. 25 (horizontal), base sprite 0, initial x=19 (41160)
52724 DEFB 88,20 Guardian no. 88 (horizontal), base sprite 0, initial x=20 (41664)
52726 DEFB 255,0 Terminator (41976)
52728 DEFB 0,0 Nothing (40960)
52730 DEFB 0,0 Nothing (40960)
52732 DEFB 0,0 Nothing (40960)
52734 DEFB 0,0 Nothing (40960)
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