Data
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59392: Room 40: Dr Jones will never believe this (teleport: 469)
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
59392 DEFB 0,0,0,0,0,0,0,0 Room layout
59400 DEFB 0,0,0,0,0,0,0,0
59408 DEFB 0,0,0,234,0,0,0,0
59416 DEFB 0,0,0,170,160,0,0,0
59424 DEFB 0,0,0,149,84,0,0,0
59432 DEFB 0,14,168,213,21,0,0,0
59440 DEFB 0,10,170,129,170,0,0,0
59448 DEFB 0,5,80,144,168,32,0,0
59456 DEFB 80,5,80,129,160,0,0,0
59464 DEFB 0,10,80,144,160,0,0,0
59472 DEFB 4,10,80,129,128,64,0,0
59480 DEFB 0,18,80,144,128,0,0,0
59488 DEFB 0,66,80,1,128,16,0,16
59496 DEFB 0,2,0,1,128,0,64,0
59504 DEFB 0,2,148,1,144,0,0,0
59512 DEFB 0,0,0,0,0,0,0,0
The next 32 bytes are copied to 32896 and specify the room name.
59520 DEFM "Dr Jones will never believe this" 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.
59552 DEFB 0,0,0,0,0,0,0,0,0 Background
59561 DEFB 2,254,85,42,170,85,170,170,255 Floor
59570 DEFB 31,17,68,34,136,17,68,34,136 Wall
59579 DEFB 67,1,4,34,8,17,68,34,136 Nasty
59588 DEFB 5,64,144,36,72,18,36,9,2 Ramp
59597 DEFB 38,165,0,165,0,170,255,255,85 Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
59606 DEFB 0 Direction (left)
59607 DEFW 24544 Location in the attribute buffer at 24064: (15,0)
59609 DEFB 32 Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
59610 DEFB 0 Direction (up to the left)
59611 DEFW 24408 Location in the attribute buffer at 24064: (10,24)
59613 DEFB 5 Length
The next byte is copied to 32990 and specifies the border colour.
59614 DEFB 1 Border colour
The next two bytes are copied to 32991, but are not used.
59615 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
59617 DEFB 240,240,120,184,76,50,13,3 Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
59625 DEFB 41 Room to the left (The Attic)
59626 DEFB 39 Room to the right (Emergency Generator)
59627 DEFB 16 Room above (We must perform a Quirkafleeg)
59628 DEFB 0 Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
59629 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.
59632 DEFB 27,146 Guardian no. 27 (vertical), base sprite 4, x=18 (41176)
59634 DEFB 11,10 Guardian no. 11 (vertical), base sprite 0, x=10 (41048)
59636 DEFB 255,0 Terminator (41976)
59638 DEFB 0,0 Nothing (40960)
59640 DEFB 0,0 Nothing (40960)
59642 DEFB 0,0 Nothing (40960)
59644 DEFB 0,0 Nothing (40960)
59646 DEFB 0,0 Nothing (40960)
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