Data
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60416: Room 44: On top of the house (teleport: 3469)
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
60416 DEFB 0,0,0,0,0,0,0,0 Room layout
60424 DEFB 0,0,0,0,0,0,0,0
60432 DEFB 0,0,0,0,0,0,0,0
60440 DEFB 0,0,0,0,0,0,0,0
60448 DEFB 0,0,0,0,0,0,0,0
60456 DEFB 146,0,0,0,4,0,0,0
60464 DEFB 144,0,0,0,16,0,0,0
60472 DEFB 144,0,0,0,64,0,0,0
60480 DEFB 146,0,0,1,0,0,0,0
60488 DEFB 146,128,0,4,0,0,0,0
60496 DEFB 146,160,130,16,0,0,0,0
60504 DEFB 146,170,170,64,0,0,0,0
60512 DEFB 146,170,170,0,0,0,0,0
60520 DEFB 16,0,0,0,0,0,0,0
60528 DEFB 0,0,0,0,0,0,0,0
60536 DEFB 170,170,170,0,0,0,0,0
The next 32 bytes are copied to 32896 and specify the room name.
60544 DEFM " On top of the house " 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.
60576 DEFB 8,0,0,0,0,0,0,0,0 Background
60585 DEFB 14,160,64,128,0,0,0,0,0 Floor
60594 DEFB 75,81,170,0,170,21,170,0,170 Wall
60603 DEFB 255,0,0,0,0,0,0,0,0 Nasty (unused)
60612 DEFB 15,1,3,6,13,26,52,104,208 Ramp
60621 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.
60630 DEFB 0 Direction (left)
60631 DEFW 0 Location in the attribute buffer at 24064 (unused)
60633 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.
60634 DEFB 1 Direction (up to the right)
60635 DEFW 24396 Location in the attribute buffer at 24064: (10,12)
60637 DEFB 6 Length
The next byte is copied to 32990 and specifies the border colour.
60638 DEFB 3 Border colour
The next two bytes are copied to 32991, but are not used.
60639 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
60641 DEFB 0,0,24,20,26,53,107,208 Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
60649 DEFB 14 Room to the left (Rescue Esmerelda)
60650 DEFB 0 Room to the right (The Off Licence)
60651 DEFB 0 Room above (The Off Licence)
60652 DEFB 38 Room below (Priests' Hole)
The next three bytes are copied to 33005, but are not used.
60653 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.
60656 DEFB 29,20 Guardian no. 29 (vertical), base sprite 0, x=20 (41192)
60658 DEFB 255,0 Terminator (41976)
60660 DEFB 0,0 Nothing (40960)
60662 DEFB 0,0 Nothing (40960)
60664 DEFB 0,0 Nothing (40960)
60666 DEFB 0,0 Nothing (40960)
60668 DEFB 0,0 Nothing (40960)
60670 DEFB 0,0 Nothing (40960)
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