Data
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56832: Room 30: The Banyan Tree (teleport: 23459)
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
56832 DEFB 0,0,0,160,0,0,0,0 Room layout
56840 DEFB 0,0,0,160,0,0,0,0
56848 DEFB 0,0,0,144,0,0,0,0
56856 DEFB 0,0,0,148,0,0,0,0
56864 DEFB 0,0,0,149,80,0,0,0
56872 DEFB 0,0,0,129,8,0,0,0
56880 DEFB 0,0,0,1,4,0,0,0
56888 DEFB 0,0,0,0,4,0,0,0
56896 DEFB 0,0,0,128,0,0,0,0
56904 DEFB 0,0,0,130,0,0,0,0
56912 DEFB 0,8,32,130,8,0,0,0
56920 DEFB 0,8,32,130,8,0,0,0
56928 DEFB 170,170,170,170,170,170,90,170
56936 DEFB 170,170,0,0,0,0,90,170
56944 DEFB 170,170,0,0,0,0,90,170
56952 DEFB 170,170,85,85,85,85,90,170
The next 32 bytes are copied to 32896 and specify the room name.
56960 DEFM " The Banyan Tree " 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.
56992 DEFB 0,0,0,0,0,0,0,0,0 Background
57001 DEFB 72,0,162,0,0,0,70,0,147 Floor
57010 DEFB 22,74,41,37,73,146,164,37,148 Wall
57019 DEFB 14,165,90,165,90,165,90,165,90 Nasty (unused)
57028 DEFB 7,3,0,12,0,48,0,192,0 Ramp
57037 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.
57046 DEFB 0 Direction (left)
57047 DEFW 0 Location in the attribute buffer at 24064 (unused)
57049 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.
57050 DEFB 1 Direction (up to the right)
57051 DEFW 24420 Location in the attribute buffer at 24064: (11,4)
57053 DEFB 8 Length
The next byte is copied to 32990 and specifies the border colour.
57054 DEFB 2 Border colour
The next two bytes are copied to 32991, but are not used.
57055 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
57057 DEFB 5,56,69,130,130,130,68,56 Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
57065 DEFB 31 Room to the left (Swimming Pool)
57066 DEFB 29 Room to the right (The Nightmare Room)
57067 DEFB 36 Room above (A bit of tree)
57068 DEFB 24 Room below (West of Kitchen)
The next three bytes are copied to 33005, but are not used.
57069 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.
57072 DEFB 100,138 Guardian no. 100 (vertical), base sprite 4, x=10 (41760)
57074 DEFB 101,141 Guardian no. 101 (vertical), base sprite 4, x=13 (41768)
57076 DEFB 102,16 Guardian no. 102 (vertical), base sprite 0, x=16 (41776)
57078 DEFB 88,22 Guardian no. 88 (horizontal), base sprite 0, initial x=22 (41664)
57080 DEFB 255,0 Terminator (41976)
57082 DEFB 0,0 Nothing (40960)
57084 DEFB 0,0 Nothing (40960)
57086 DEFB 0,0 Nothing (40960)
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