Data
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54784: Room 22: To the Kitchens    Main Stairway (teleport: 2359)
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
54784 DEFB 0,0,128,0,0,0,0,0 Room layout
54792 DEFB 0,0,128,0,0,0,0,0
54800 DEFB 0,0,128,0,0,0,0,0
54808 DEFB 0,0,0,0,0,0,3,0
54816 DEFB 0,0,0,0,0,0,0,0
54824 DEFB 0,1,149,85,85,80,0,85
54832 DEFB 0,0,128,0,0,0,0,0
54840 DEFB 0,0,128,0,0,0,0,0
54848 DEFB 165,85,133,0,0,0,0,0
54856 DEFB 160,0,128,0,0,0,85,64
54864 DEFB 160,0,128,0,1,64,0,0
54872 DEFB 0,0,0,0,0,0,0,0
54880 DEFB 0,0,0,0,0,0,0,0
54888 DEFB 0,0,0,0,0,0,0,0
54896 DEFB 170,170,170,170,170,170,170,170
54904 DEFB 170,170,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
54912 DEFM "To the Kitchens Main Stairway" 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.
54944 DEFB 8,0,0,0,0,0,0,0,0 Background
54953 DEFB 13,255,255,0,255,0,0,0,0 Floor
54962 DEFB 58,0,21,191,21,0,81,251,81 Wall
54971 DEFB 77,24,90,189,25,126,153,36,36 Nasty
54980 DEFB 15,192,128,48,32,12,8,3,2 Ramp
54989 DEFB 107,240,170,120,255,170,85,170,85 Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
54998 DEFB 0 Direction (left)
54999 DEFW 24334 Location in the attribute buffer at 24064: (8,14)
55001 DEFB 2 Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
55002 DEFB 0 Direction (up to the left)
55003 DEFW 24447 Location in the attribute buffer at 24064: (11,31)
55005 DEFB 12 Length
The next byte is copied to 32990 and specifies the border colour.
55006 DEFB 4 Border colour
The next two bytes are copied to 32991, but are not used.
55007 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
55009 DEFB 64,160,240,248,252,122,37,2 Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
55017 DEFB 23 Room to the left (The Kitchen)
55018 DEFB 21 Room to the right (Ballroom West)
55019 DEFB 28 Room above (First Landing)
55020 DEFB 0 Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
55021 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.
55024 DEFB 90,4 Guardian no. 90 (horizontal), base sprite 0, initial x=4 (41680)
55026 DEFB 91,16 Guardian no. 91 (horizontal), base sprite 0, initial x=16 (41688)
55028 DEFB 92,150 Guardian no. 92 (horizontal), base sprite 4, initial x=22 (41696)
55030 DEFB 93,4 Guardian no. 93 (horizontal), base sprite 0, initial x=4 (41704)
55032 DEFB 94,150 Guardian no. 94 (horizontal), base sprite 4, initial x=22 (41712)
55034 DEFB 95,11 Guardian no. 95 (horizontal), base sprite 0, initial x=11 (41720)
55036 DEFB 255,0 Terminator (41976)
55038 DEFB 0,0 Nothing (40960)
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