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52992: Room 15: I'm sure I've seen this before.. (teleport: 12349)
Used by the routine at 35090.
i'm_sure_i've_seen_this_before..
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
52992 DEFB 0,0,0,0,0,0,0,0 Room layout
53000 DEFB 0,0,0,0,0,0,0,0
53008 DEFB 0,0,0,0,0,0,0,0
53016 DEFB 0,0,0,0,0,0,0,0
53024 DEFB 0,0,0,0,0,0,0,0
53032 DEFB 0,0,0,0,0,0,0,0
53040 DEFB 0,0,0,0,0,0,0,0
53048 DEFB 0,0,0,0,0,0,0,0
53056 DEFB 0,0,0,0,0,0,0,0
53064 DEFB 170,66,164,42,164,42,66,170
53072 DEFB 170,194,172,42,172,42,194,170
53080 DEFB 170,194,172,42,172,42,194,170
53088 DEFB 170,194,172,42,172,42,194,170
53096 DEFB 170,194,172,42,172,42,194,170
53104 DEFB 170,194,172,42,172,42,194,170
53112 DEFB 170,170,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
53120 DEFM "I'm sure I've seen this before.." 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.
background15 floor15 wall15 nasty15 ramp15 conveyor15
53152 DEFB 8,0,0,0,0,0,0,0,0 Background
53161 DEFB 12,128,64,32,80,72,84,82,85 Floor
53170 DEFB 83,102,102,102,0,102,102,102,102 Wall
53179 DEFB 76,81,85,84,85,21,85,69,85 Nasty
53188 DEFB 12,0,0,0,0,0,0,0,0 Ramp (unused)
53197 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.
53206 DEFB 0 Direction (left)
53207 DEFW 0 Location in the attribute buffer at 24064 (unused)
53209 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.
53210 DEFB 0 Direction (up to the left)
53211 DEFW 0 Location in the attribute buffer at 24064 (unused)
53213 DEFB 0 Length: 0 (there is no ramp in this room)
The next byte is copied to 32990 and specifies the border colour.
53214 DEFB 3 Border colour
The next two bytes are copied to 32991, but are not used.
53215 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
item15
53217 DEFB 24,36,24,44,94,94,231,102 Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
53225 DEFB 16 Room to the left (We must perform a Quirkafleeg)
53226 DEFB 14 Room to the right (Rescue Esmerelda)
53227 DEFB 0 Room above (The Off Licence)
53228 DEFB 0 Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
53229 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.
53232 DEFB 4,133 Guardian no. 4 (vertical), base sprite 4, x=5 (40992)
53234 DEFB 3,139 Guardian no. 3 (vertical), base sprite 4, x=11 (40984)
53236 DEFB 5,147 Guardian no. 5 (vertical), base sprite 4, x=19 (41000)
53238 DEFB 2,153 Guardian no. 2 (vertical), base sprite 4, x=25 (40976)
53240 DEFB 13,6 Guardian no. 13 (horizontal), base sprite 0, initial x=6 (41064)
53242 DEFB 69,100 Arrow flying right to left at pixel y-coordinate 50 (41512)
53244 DEFB 60,84 Arrow flying left to right at pixel y-coordinate 42 (41440)
53246 DEFB 255,0 Terminator (41976)
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