Data |
Prev: 58880 | Up: Map | Next: 59392 |
59136 | DEFB 0,0,0,0,0,0,0,10 | Room layout | ||||||||
59144 | DEFB 0,0,0,0,0,0,0,10 | |||||||||
59152 | DEFB 0,0,0,0,0,0,0,10 | |||||||||
59160 | DEFB 0,0,0,0,0,0,0,0 | |||||||||
59168 | DEFB 0,0,0,0,0,0,0,0 | |||||||||
59176 | DEFB 0,5,0,0,0,0,80,10 | |||||||||
59184 | DEFB 0,5,0,0,0,0,80,3 | |||||||||
59192 | DEFB 0,5,0,0,0,0,80,3 | |||||||||
59200 | DEFB 0,5,0,0,0,0,80,3 | |||||||||
59208 | DEFB 0,5,0,0,0,0,80,3 | |||||||||
59216 | DEFB 0,42,128,0,0,2,168,3 | |||||||||
59224 | DEFB 0,40,128,0,0,2,40,3 | |||||||||
59232 | DEFB 0,170,170,170,170,170,170,3 | |||||||||
59240 | DEFB 0,170,42,138,162,168,170,3 | |||||||||
59248 | DEFB 0,170,170,170,170,170,170,3 | |||||||||
59256 | DEFB 170,170,170,170,170,170,170,170 | |||||||||
The next 32 bytes are copied to 32896 and specify the room name.
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59264 | DEFM " Emergency Generator " | 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.
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59296 | DEFB 8,0,0,0,0,0,0,0,0 | Background | ||||||||
59305 | DEFB 47,102,102,102,102,102,102,102,102 | Floor | ||||||||
59314 | DEFB 51,191,21,0,81,251,81,0,21 | Wall | ||||||||
59323 | DEFB 13,255,63,3,31,127,31,3,63 | Nasty | ||||||||
59332 | DEFB 15,3,0,12,0,48,0,192,0 | Ramp | ||||||||
59341 | DEFB 22,170,84,170,84,40,16,40,16 | Conveyor | ||||||||
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
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59350 | DEFB 0 | Direction (left) | ||||||||
59351 | DEFW 24425 | Location in the attribute buffer at 24064: (11,9) | ||||||||
59353 | DEFB 14 | Length | ||||||||
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
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59354 | DEFB 1 | Direction (up to the right) | ||||||||
59355 | DEFW 24402 | Location in the attribute buffer at 24064: (10,18) | ||||||||
59357 | DEFB 6 | Length | ||||||||
The next byte is copied to 32990 and specifies the border colour.
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59358 | DEFB 2 | Border colour | ||||||||
The next two bytes are copied to 32991, but are not used.
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59359 | DEFB 0,0 | Unused | ||||||||
The next eight bytes are copied to 32993 and define the item graphic.
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59361 | 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.
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59369 | DEFB 40 | Room to the left (Dr Jones will never believe this) | ||||||||
59370 | DEFB 38 | Room to the right (Priests' Hole) | ||||||||
59371 | DEFB 14 | Room above (Rescue Esmerelda) | ||||||||
59372 | DEFB 0 | Room below (The Off Licence) | ||||||||
The next three bytes are copied to 33005, but are not used.
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59373 | 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.
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59376 | DEFB 26,8 | Guardian no. 26 (horizontal), base sprite 0, initial x=8 (41168) | ||||||||
59378 | DEFB 255,0 | Terminator (41976) | ||||||||
59380 | DEFB 0,0 | Nothing (40960) | ||||||||
59382 | DEFB 0,0 | Nothing (40960) | ||||||||
59384 | DEFB 0,0 | Nothing (40960) | ||||||||
59386 | DEFB 0,0 | Nothing (40960) | ||||||||
59388 | DEFB 0,0 | Nothing (40960) | ||||||||
59390 | DEFB 0,0 | Nothing (40960) |
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