Data
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53248: Room 16: We must perform a Quirkafleeg (teleport: 59)
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
53248 DEFB 0,0,0,0,0,0,0,0 Room layout
53256 DEFB 0,0,0,0,0,0,0,0
53264 DEFB 0,0,0,0,0,0,0,0
53272 DEFB 0,0,0,0,0,0,0,0
53280 DEFB 0,0,0,0,0,0,0,0
53288 DEFB 0,0,0,0,0,0,0,0
53296 DEFB 0,0,0,0,0,0,0,0
53304 DEFB 0,0,0,0,0,0,0,0
53312 DEFB 0,0,0,0,0,0,0,0
53320 DEFB 170,0,0,0,0,0,2,170
53328 DEFB 170,64,0,0,0,0,2,170
53336 DEFB 170,64,0,0,0,0,2,170
53344 DEFB 170,64,0,0,0,0,2,170
53352 DEFB 170,64,0,0,0,0,2,170
53360 DEFB 170,64,0,0,0,0,2,170
53368 DEFB 170,127,255,255,255,255,254,170
The next 32 bytes are copied to 32896 and specify the room name.
53376 DEFM " We must perform a Quirkafleeg " 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.
53408 DEFB 6,0,0,0,0,0,0,0,0 Background
53417 DEFB 56,51,187,221,204,85,153,221,238 Floor
53426 DEFB 13,39,246,0,220,209,4,119,128 Wall
53435 DEFB 69,64,228,78,68,68,68,238,255 Nasty
53444 DEFB 7,128,64,32,48,168,100,34,17 Ramp
53453 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.
53462 DEFB 0 Direction (left)
53463 DEFW 0 Location in the attribute buffer at 24064 (unused)
53465 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.
53466 DEFB 0 Direction (up to the left)
53467 DEFW 24356 Location in the attribute buffer at 24064: (9,4)
53469 DEFB 1 Length
The next byte is copied to 32990 and specifies the border colour.
53470 DEFB 2 Border colour
The next two bytes are copied to 32991, but are not used.
53471 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
53473 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.
53481 DEFB 17 Room to the left (Up on the Battlements)
53482 DEFB 15 Room to the right (I'm sure I've seen this before..)
53483 DEFB 50 Room above (Watch Tower)
53484 DEFB 0 Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
53485 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.
53488 DEFB 13,8 Guardian no. 13 (horizontal), base sprite 0, initial x=8 (41064)
53490 DEFB 1,16 Rope at x=16 (40968)
53492 DEFB 60,132 Arrow flying left to right at pixel y-coordinate 66 (41440)
53494 DEFB 255,0 Terminator (41976)
53496 DEFB 0,0 Nothing (40960)
53498 DEFB 0,0 Nothing (40960)
53500 DEFB 0,0 Nothing (40960)
53502 DEFB 0,0 Nothing (40960)
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