Data
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58368: Room 36: A bit of tree (teleport: 369)
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
58368 DEFB 0,0,0,160,0,0,0,3 Room layout
58376 DEFB 0,0,0,160,0,0,0,3
58384 DEFB 0,0,0,160,0,0,0,3
58392 DEFB 0,0,0,160,0,0,0,3
58400 DEFB 0,0,16,160,0,64,0,3
58408 DEFB 0,0,0,160,0,0,0,3
58416 DEFB 0,20,0,160,0,1,64,3
58424 DEFB 0,0,16,160,0,0,0,3
58432 DEFB 0,0,0,160,0,0,0,3
58440 DEFB 0,0,20,160,0,0,64,3
58448 DEFB 85,80,0,165,64,0,0,3
58456 DEFB 0,0,0,160,0,0,1,3
58464 DEFB 0,0,0,160,0,0,64,3
58472 DEFB 0,0,0,160,5,0,0,3
58480 DEFB 0,0,0,160,0,0,0,3
58488 DEFB 0,0,1,164,0,0,0,3
The next 32 bytes are copied to 32896 and specify the room name.
58496 DEFM " A bit of 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. Note that because of a bug in the game engine, the nasty tile is not drawn correctly (see the room image above).
58528 DEFB 0,0,0,0,0,0,0,0,0 Background
58537 DEFB 4,173,82,41,0,1,2,0,0 Floor
58546 DEFB 30,214,107,102,219,105,107,217,109 Wall
58555 DEFB 2,21,0,170,85,170,0,21,10 Nasty
58564 DEFB 68,3,8,36,16,64,32,128,128 Ramp
58573 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.
58582 DEFB 0 Direction (left)
58583 DEFW 0 Location in the attribute buffer at 24064 (unused)
58585 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.
58586 DEFB 1 Direction (up to the right)
58587 DEFW 24372 Location in the attribute buffer at 24064: (9,20)
58589 DEFB 2 Length
The next byte is copied to 32990 and specifies the border colour.
58590 DEFB 5 Border colour
The next two bytes are copied to 32991, but are not used.
58591 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
58593 DEFB 0,0,0,0,0,0,0,0 Item graphic (unused)
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
58601 DEFB 37 Room to the left (Orangery)
58602 DEFB 35 Room to the right (Master Bedroom)
58603 DEFB 42 Room above (Under the Roof)
58604 DEFB 30 Room below (The Banyan Tree)
The next three bytes are copied to 33005, but are not used.
58605 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.
58608 DEFB 104,2 Guardian no. 104 (horizontal), base sprite 0, initial x=2 (41792)
58610 DEFB 101,7 Guardian no. 101 (vertical), base sprite 0, x=7 (41768)
58612 DEFB 69,146 Arrow flying right to left at pixel y-coordinate 73 (41512)
58614 DEFB 255,0 Terminator (41976)
58616 DEFB 0,0 Nothing (40960)
58618 DEFB 0,0 Nothing (40960)
58620 DEFB 0,0 Nothing (40960)
58622 DEFB 0,0 Nothing (40960)
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