Data
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53504: Room 17: Up on the Battlements (teleport: 159)
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
53504 DEFB 0,0,0,0,0,0,0,0 Room layout
53512 DEFB 0,0,0,0,0,0,0,0
53520 DEFB 0,0,0,0,0,0,0,0
53528 DEFB 0,0,0,0,0,0,0,0
53536 DEFB 0,0,0,0,0,0,0,0
53544 DEFB 0,0,0,0,0,0,0,0
53552 DEFB 0,0,0,0,0,0,0,0
53560 DEFB 0,0,0,0,0,0,0,0
53568 DEFB 0,0,0,0,0,0,0,0
53576 DEFB 170,66,164,42,164,42,66,170
53584 DEFB 170,194,172,42,172,42,194,170
53592 DEFB 170,194,172,42,172,42,194,170
53600 DEFB 170,194,172,42,172,42,194,170
53608 DEFB 170,194,172,42,172,42,194,170
53616 DEFB 170,194,172,42,172,42,194,170
53624 DEFB 170,170,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
53632 DEFM " Up on the Battlements " 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.
53664 DEFB 0,0,0,0,0,0,0,0,0 Background
53673 DEFB 4,128,192,224,176,144,148,214,119 Floor
53682 DEFB 14,0,127,127,99,107,99,127,127 Wall
53691 DEFB 32,74,42,26,72,108,106,41,136 Nasty
53700 DEFB 4,0,0,0,0,0,0,0,0 Ramp (unused)
53709 DEFB 66,40,170,10,0,85,85,85,255 Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
53718 DEFB 0 Direction (left)
53719 DEFW 24365 Location in the attribute buffer at 24064: (9,13)
53721 DEFB 5 Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
53722 DEFB 0 Direction (up to the left)
53723 DEFW 0 Location in the attribute buffer at 24064 (unused)
53725 DEFB 0 Length: 0 (there is no ramp in this room)
The next byte is copied to 32990 and specifies the border colour.
53726 DEFB 1 Border colour
The next two bytes are copied to 32991, but are not used.
53727 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
53729 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.
53737 DEFB 18 Room to the left (On the Roof)
53738 DEFB 16 Room to the right (We must perform a Quirkafleeg)
53739 DEFB 0 Room above (The Off Licence)
53740 DEFB 0 Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
53741 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.
53744 DEFB 2,133 Guardian no. 2 (vertical), base sprite 4, x=5 (40976)
53746 DEFB 3,139 Guardian no. 3 (vertical), base sprite 4, x=11 (40984)
53748 DEFB 4,147 Guardian no. 4 (vertical), base sprite 4, x=19 (40992)
53750 DEFB 5,153 Guardian no. 5 (vertical), base sprite 4, x=25 (41000)
53752 DEFB 69,132 Arrow flying right to left at pixel y-coordinate 66 (41512)
53754 DEFB 255,0 Terminator (41976)
53756 DEFB 0,0 Nothing (40960)
53758 DEFB 0,0 Nothing (40960)
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