Data
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55552: Room 25: Cold Store (teleport: 1459)
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
55552 DEFB 0,3,0,0,0,0,0,0 Room layout
55560 DEFB 0,0,0,48,0,0,192,0
55568 DEFB 84,0,0,0,0,0,0,0
55576 DEFB 0,0,0,0,0,192,3,0
55584 DEFB 0,0,0,0,0,0,0,0
55592 DEFB 85,85,0,0,0,0,0,0
55600 DEFB 0,0,0,0,0,0,0,0
55608 DEFB 0,0,0,0,0,0,0,0
55616 DEFB 85,80,0,0,0,0,10,170
55624 DEFB 0,0,0,0,0,0,10,170
55632 DEFB 0,0,0,0,0,0,10,170
55640 DEFB 85,80,0,0,0,0,10,170
55648 DEFB 0,0,48,0,0,20,10,170
55656 DEFB 0,0,0,0,0,0,10,170
55664 DEFB 0,0,0,0,0,0,10,170
55672 DEFB 85,85,85,85,85,85,90,170
The next 32 bytes are copied to 32896 and specify the room name.
55680 DEFM " Cold Store " 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.
55712 DEFB 14,0,0,0,0,0,0,0,0 Background
55721 DEFB 13,255,255,85,170,85,170,0,0 Floor
55730 DEFB 34,146,82,74,73,41,37,164,146 Wall
55739 DEFB 79,32,34,20,216,27,40,68,4 Nasty
55748 DEFB 255,0,0,0,0,0,0,0,0 Ramp (unused)
55757 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.
55766 DEFB 0 Direction (left)
55767 DEFW 0 Location in the attribute buffer at 24064 (unused)
55769 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.
55770 DEFB 0 Direction (up to the left)
55771 DEFW 0 Location in the attribute buffer at 24064 (unused)
55773 DEFB 0 Length: 0 (there is no ramp in this room)
The next byte is copied to 32990 and specifies the border colour.
55774 DEFB 1 Border colour
The next two bytes are copied to 32991, but are not used.
55775 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
55777 DEFB 112,140,114,250,239,173,37,33 Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
55785 DEFB 52 Room to the left (Back Stairway)
55786 DEFB 24 Room to the right (West of Kitchen)
55787 DEFB 31 Room above (Swimming Pool)
55788 DEFB 0 Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
55789 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.
55792 DEFB 54,16 Guardian no. 54 (horizontal), base sprite 0, initial x=16 (41392)
55794 DEFB 55,4 Guardian no. 55 (horizontal), base sprite 0, initial x=4 (41400)
55796 DEFB 56,3 Guardian no. 56 (horizontal), base sprite 0, initial x=3 (41408)
55798 DEFB 57,8 Guardian no. 57 (horizontal), base sprite 0, initial x=8 (41416)
55800 DEFB 1,16 Rope at x=16 (40968)
55802 DEFB 255,0 Terminator (41976)
55804 DEFB 0,0 Nothing (40960)
55806 DEFB 0,0 Nothing (40960)
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