Data
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53760: Room 18: On the Roof (teleport: 259)
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
53760 DEFB 0,0,0,0,0,0,0,0 Room layout
53768 DEFB 0,0,0,0,0,0,0,0
53776 DEFB 0,0,0,0,0,0,0,0
53784 DEFB 0,0,0,0,0,0,0,0
53792 DEFB 0,0,0,0,0,0,0,0
53800 DEFB 0,0,0,0,0,0,0,0
53808 DEFB 0,0,0,0,0,0,0,0
53816 DEFB 0,0,0,0,0,0,10,64
53824 DEFB 0,0,0,0,0,0,10,208
53832 DEFB 170,64,0,0,0,0,10,170
53840 DEFB 170,192,0,0,0,0,10,170
53848 DEFB 170,192,0,0,0,0,10,170
53856 DEFB 170,144,0,0,0,0,10,170
53864 DEFB 170,176,0,0,0,0,10,170
53872 DEFB 170,176,10,64,0,0,10,170
53880 DEFB 170,170,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
53888 DEFM " On the Roof " 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.
53920 DEFB 68,0,0,0,0,0,0,0,0 Background
53929 DEFB 7,128,192,224,208,88,156,222,205 Floor
53938 DEFB 38,17,248,7,8,240,15,208,63 Wall
53947 DEFB 70,85,153,221,204,85,153,221,204 Nasty
53956 DEFB 7,0,0,0,0,0,0,0,0 Ramp (unused)
53965 DEFB 10,240,240,240,255,255,0,0,255 Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
53974 DEFB 1 Direction (right)
53975 DEFW 24558 Location in the attribute buffer at 24064: (15,14)
53977 DEFB 8 Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
53978 DEFB 0 Direction (up to the left)
53979 DEFW 0 Location in the attribute buffer at 24064 (unused)
53981 DEFB 0 Length: 0 (there is no ramp in this room)
The next byte is copied to 32990 and specifies the border colour.
53982 DEFB 2 Border colour
The next two bytes are copied to 32991, but are not used.
53983 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
53985 DEFB 1,2,5,10,84,40,48,72 Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
53993 DEFB 48 Room to the left (Nomen Luni)
53994 DEFB 17 Room to the right (Up on the Battlements)
53995 DEFB 18 Room above (On the Roof)
53996 DEFB 0 Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
53997 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.
54000 DEFB 34,22 Guardian no. 34 (horizontal), base sprite 0, initial x=22 (41232)
54002 DEFB 1,16 Rope at x=16 (40968)
54004 DEFB 255,0 Terminator (41976)
54006 DEFB 0,0 Nothing (40960)
54008 DEFB 0,0 Nothing (40960)
54010 DEFB 0,0 Nothing (40960)
54012 DEFB 0,0 Nothing (40960)
54014 DEFB 0,0 Nothing (40960)
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