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56320: Room 28: First Landing (teleport: 3459)
Used by the routine at 35090.
first_landing
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
56320 DEFB 160,0,0,0,0,0,160,0 Room layout
56328 DEFB 160,0,0,0,0,0,160,0
56336 DEFB 160,0,0,0,0,0,160,0
56344 DEFB 160,0,0,0,0,0,160,48
56352 DEFB 160,0,0,0,0,0,160,252
56360 DEFB 160,0,0,0,0,0,160,48
56368 DEFB 160,0,0,0,0,0,160,48
56376 DEFB 160,0,0,0,0,0,160,48
56384 DEFB 160,0,0,0,0,0,160,0
56392 DEFB 160,0,0,0,0,0,160,0
56400 DEFB 160,0,0,0,0,0,160,0
56408 DEFB 160,0,0,0,0,0,160,0
56416 DEFB 160,0,0,0,0,0,0,0
56424 DEFB 0,0,0,0,0,0,0,0
56432 DEFB 0,0,0,0,0,0,153,153
56440 DEFB 85,85,85,85,85,80,170,170
The next 32 bytes are copied to 32896 and specify the room name.
56448 DEFM " First Landing " 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.
background28 floor28 wall28 nasty28 ramp28 conveyor28
56480 DEFB 0,0,0,0,0,0,0,0,0 Background
56489 DEFB 4,255,170,85,128,93,148,93,128 Floor
56498 DEFB 14,34,85,0,85,136,85,0,34 Wall
56507 DEFB 214,126,129,165,153,153,165,129,126 Nasty
56516 DEFB 7,3,3,12,12,48,48,192,192 Ramp
56525 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.
56534 DEFB 0 Direction (left)
56535 DEFW 0 Location in the attribute buffer at 24064 (unused)
56537 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.
56538 DEFB 1 Direction (up to the right)
56539 DEFW 24521 Location in the attribute buffer at 24064: (14,9)
56541 DEFB 15 Length
The next byte is copied to 32990 and specifies the border colour.
56542 DEFB 3 Border colour
The next two bytes are copied to 32991, but are not used.
56543 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
item28
56545 DEFB 0,0,0,0,0,0,0,0 Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
56553 DEFB 29 Room to the left (The Nightmare Room)
56554 DEFB 27 Room to the right (The Chapel)
56555 DEFB 34 Room above (Top Landing)
56556 DEFB 22 Room below (To the Kitchens    Main Stairway)
The next three bytes are copied to 33005, but are not used.
56557 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.
56560 DEFB 67,25 Guardian no. 67 (horizontal), base sprite 0, initial x=25 (41496)
56562 DEFB 255,0 Terminator (41976)
56564 DEFB 0,0 Nothing (40960)
56566 DEFB 0,0 Nothing (40960)
56568 DEFB 0,0 Nothing (40960)
56570 DEFB 0,0 Nothing (40960)
56572 DEFB 0,0 Nothing (40960)
56574 DEFB 0,0 Nothing (40960)
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