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57856: Room 34: Top Landing (teleport: 269)
Used by the routine at 35090.
top_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
57856 DEFB 170,170,170,170,170,170,170,170 Room layout
57864 DEFB 170,170,170,170,170,170,170,170
57872 DEFB 160,0,0,0,0,0,0,10
57880 DEFB 160,0,0,0,0,0,0,0
57888 DEFB 165,80,85,5,85,85,0,0
57896 DEFB 160,0,0,0,0,0,170,170
57904 DEFB 160,0,0,0,0,0,0,10
57912 DEFB 160,0,0,0,0,0,0,10
57920 DEFB 165,80,85,5,85,0,0,10
57928 DEFB 160,0,0,0,0,0,0,10
57936 DEFB 160,0,0,0,0,0,0,10
57944 DEFB 160,0,0,0,0,0,0,10
57952 DEFB 165,80,85,5,64,0,0,10
57960 DEFB 0,0,0,0,0,0,0,0
57968 DEFB 0,0,0,0,0,0,0,0
57976 DEFB 85,85,85,85,85,5,85,85
The next 32 bytes are copied to 32896 and specify the room name.
57984 DEFM " Top 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.
background34 floor34 wall34 nasty34 ramp34 conveyor34
58016 DEFB 0,0,0,0,0,0,0,0,0 Background
58025 DEFB 6,255,170,85,255,0,0,0,0 Floor
58034 DEFB 26,105,144,144,105,150,105,105,150 Wall
58043 DEFB 255,0,0,0,0,0,0,0,0 Nasty (unused)
58052 DEFB 7,7,2,60,8,112,32,192,128 Ramp
58061 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.
58070 DEFB 0 Direction (left)
58071 DEFW 0 Location in the attribute buffer at 24064 (unused)
58073 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.
58074 DEFB 1 Direction (up to the right)
58075 DEFW 24433 Location in the attribute buffer at 24064: (11,17)
58077 DEFB 7 Length
The next byte is copied to 32990 and specifies the border colour.
58078 DEFB 1 Border colour
The next two bytes are copied to 32991, but are not used.
58079 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
item34
58081 DEFB 24,36,164,202,149,10,21,10 Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
58089 DEFB 35 Room to the left (Master Bedroom)
58090 DEFB 33 Room to the right (The Bathroom)
58091 DEFB 40 Room above (Dr Jones will never believe this)
58092 DEFB 28 Room below (First Landing)
The next three bytes are copied to 33005, but are not used.
58093 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.
58096 DEFB 58,134 Guardian no. 58 (vertical), base sprite 4, x=6 (41424)
58098 DEFB 19,108 Guardian no. 19 (vertical), base sprite 3, x=12 (41112)
58100 DEFB 36,16 Guardian no. 36 (horizontal), base sprite 0, initial x=16 (41248)
58102 DEFB 255,0 Terminator (41976)
58104 DEFB 0,0 Nothing (40960)
58106 DEFB 0,0 Nothing (40960)
58108 DEFB 0,0 Nothing (40960)
58110 DEFB 0,0 Nothing (40960)
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