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59136: Room 39: Emergency Generator (teleport: 12369)
Used by the routine at 35090.
emergency_generator
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.
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.
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.
background39 floor39 wall39 nasty39 ramp39 conveyor39
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.
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.
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.
59358 DEFB 2 Border colour
The next two bytes are copied to 32991, but are not used.
59359 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
item39
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.
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.
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.
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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