Data
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52736: Room 14: Rescue Esmerelda (teleport: 2349)
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
52736 DEFB 0,0,0,0,0,0,8,2 Room layout
52744 DEFB 0,0,0,0,0,0,8,2
52752 DEFB 0,0,0,0,0,0,0,2
52760 DEFB 0,0,0,0,0,0,0,0
52768 DEFB 0,0,0,0,0,0,170,0
52776 DEFB 0,0,0,0,0,0,8,6
52784 DEFB 0,0,0,0,0,0,0,18
52792 DEFB 0,0,0,0,0,0,0,66
52800 DEFB 0,0,0,0,0,0,1,2
52808 DEFB 170,6,170,6,170,10,170,6
52816 DEFB 170,14,170,14,170,0,0,6
52824 DEFB 170,14,170,14,170,0,0,6
52832 DEFB 170,14,170,14,170,128,0,18
52840 DEFB 170,14,170,14,170,160,0,64
52848 DEFB 170,14,170,14,170,168,1,0
52856 DEFB 170,170,170,170,170,170,4,10
The next 32 bytes are copied to 32896 and specify the room name.
52864 DEFM " Rescue Esmerelda " 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.
52896 DEFB 16,0,0,0,0,0,0,0,0 Background
52905 DEFB 23,3,3,12,12,49,50,196,200 Floor
52914 DEFB 4,238,0,187,0,238,0,187,0 Wall
52923 DEFB 85,209,226,196,200,209,226,196,200 Nasty
52932 DEFB 23,0,0,0,0,0,0,0,0 Ramp (unused)
52941 DEFB 22,241,170,248,170,0,238,0,187 Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
52950 DEFB 1 Direction (right)
52951 DEFW 24216 Location in the attribute buffer at 24064: (4,24)
52953 DEFB 4 Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
52954 DEFB 1 Direction (up to the right)
52955 DEFW 0 Location in the attribute buffer at 24064 (unused)
52957 DEFB 0 Length: 0 (there is no ramp in this room)
The next byte is copied to 32990 and specifies the border colour.
52958 DEFB 1 Border colour
The next two bytes are copied to 32991, but are not used.
52959 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
52961 DEFB 255,73,73,73,73,73,73,255 Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
52969 DEFB 15 Room to the left (I'm sure I've seen this before..)
52970 DEFB 44 Room to the right (On top of the house)
52971 DEFB 20 Room above (Ballroom East)
52972 DEFB 39 Room below (Emergency Generator)
The next three bytes are copied to 33005, but are not used.
52973 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.
52976 DEFB 4,196 Guardian no. 4 (vertical), base sprite 6, x=4 (40992)
52978 DEFB 2,204 Guardian no. 2 (vertical), base sprite 6, x=12 (40976)
52980 DEFB 13,5 Guardian no. 13 (horizontal), base sprite 0, initial x=5 (41064)
52982 DEFB 15,152 Guardian no. 15 (vertical), base sprite 4, x=24 (41080)
52984 DEFB 255,0 Terminator (41976)
52986 DEFB 0,0 Nothing (40960)
52988 DEFB 0,0 Nothing (40960)
52990 DEFB 0,0 Nothing (40960)
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