Data
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58880: Room 38: Priests' Hole (teleport: 2369)
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
58880 DEFB 160,0,10,0,0,0,0,0 Room layout
58888 DEFB 160,0,10,0,0,0,0,0
58896 DEFB 160,0,10,0,0,0,0,0
58904 DEFB 0,0,10,0,0,0,0,0
58912 DEFB 0,0,10,0,0,0,0,0
58920 DEFB 165,0,90,0,0,0,0,0
58928 DEFB 160,0,10,0,0,0,0,0
58936 DEFB 161,0,10,0,0,0,0,0
58944 DEFB 160,0,74,0,0,0,0,0
58952 DEFB 160,0,10,0,0,0,0,0
58960 DEFB 161,0,0,0,0,0,0,0
58968 DEFB 160,0,0,0,0,0,0,0
58976 DEFB 160,0,90,0,0,0,0,0
58984 DEFB 160,0,10,0,0,0,0,0
58992 DEFB 160,64,10,0,0,0,0,0
59000 DEFB 160,1,10,0,0,0,0,0
The next 32 bytes are copied to 32896 and specify the room name.
59008 DEFM " Priests' Hole " 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.
59040 DEFB 0,0,0,0,0,0,0,0,0 Background
59049 DEFB 6,85,85,93,215,112,0,0,0 Floor
59058 DEFB 42,34,17,68,136,34,17,68,136 Wall
59067 DEFB 255,0,0,0,0,0,0,0,0 Nasty (unused)
59076 DEFB 255,0,0,0,0,0,0,0,0 Ramp (unused)
59085 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.
59094 DEFB 0 Direction (left)
59095 DEFW 0 Location in the attribute buffer at 24064 (unused)
59097 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.
59098 DEFB 0 Direction (up to the left)
59099 DEFW 0 Location in the attribute buffer at 24064 (unused)
59101 DEFB 0 Length: 0 (there is no ramp in this room)
The next byte is copied to 32990 and specifies the border colour.
59102 DEFB 2 Border colour
The next two bytes are copied to 32991, but are not used.
59103 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
59105 DEFB 191,191,187,177,187,187,191,191 Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
59113 DEFB 39 Room to the left (Emergency Generator)
59114 DEFB 0 Room to the right (The Off Licence)
59115 DEFB 60 Room above (The Bow)
59116 DEFB 32 Room below (Halfway up the East Wall)
The next three bytes are copied to 33005, but are not used.
59117 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.
59120 DEFB 16,132 Guardian no. 16 (vertical), base sprite 4, x=4 (41088)
59122 DEFB 17,166 Guardian no. 17 (vertical), base sprite 5, x=6 (41096)
59124 DEFB 18,197 Guardian no. 18 (vertical), base sprite 6, x=5 (41104)
59126 DEFB 37,22 Guardian no. 37 (horizontal), base sprite 0, initial x=22 (41256)
59128 DEFB 255,0 Terminator (41976)
59130 DEFB 0,0 Nothing (40960)
59132 DEFB 0,0 Nothing (40960)
59134 DEFB 0,0 Nothing (40960)
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