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60928: Room 46: Tree Root (teleport: 23469)
Used by the routine at 35090.
tree_root
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
60928 DEFB 170,10,170,170,170,170,170,170 Room layout
60936 DEFB 170,10,170,170,170,170,170,170
60944 DEFB 170,10,170,170,170,170,170,170
60952 DEFB 170,10,160,170,170,170,170,170
60960 DEFB 170,10,160,170,0,160,0,10
60968 DEFB 170,10,160,170,0,160,0,10
60976 DEFB 170,10,160,0,0,160,0,10
60984 DEFB 170,10,160,0,0,160,0,10
60992 DEFB 0,0,5,0,0,160,0,10
61000 DEFB 0,0,0,0,0,0,0,10
61008 DEFB 0,0,0,0,0,0,0,42
61016 DEFB 0,0,0,1,85,85,64,170
61024 DEFB 0,0,0,0,0,0,2,170
61032 DEFB 0,0,0,0,0,0,10,170
61040 DEFB 0,12,3,3,0,48,42,170
61048 DEFB 170,170,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
61056 DEFM " Tree Root " 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.
background46 floor46 wall46 nasty46 ramp46 conveyor46
61088 DEFB 0,0,0,0,0,0,0,0,0 Background
61097 DEFB 6,255,255,0,0,0,0,0,0 Floor
61106 DEFB 10,102,153,36,36,119,136,141,114 Wall
61115 DEFB 2,28,42,95,125,190,254,210,124 Nasty
61124 DEFB 67,3,2,13,2,49,8,213,34 Ramp
61133 DEFB 4,238,170,56,255,255,16,16,56 Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
61142 DEFB 0 Direction (left)
61143 DEFW 24384 Location in the attribute buffer at 24064: (10,0)
61145 DEFB 13 Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
61146 DEFB 1 Direction (up to the right)
61147 DEFW 24536 Location in the attribute buffer at 24064: (14,24)
61149 DEFB 6 Length
The next byte is copied to 32990 and specifies the border colour.
61150 DEFB 1 Border colour
The next two bytes are copied to 32991, but are not used.
61151 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
item46
61153 DEFB 2,29,34,94,190,124,56,16 Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
61161 DEFB 45 Room to the left (Under the Drive)
61162 DEFB 47 Room to the right ([)
61163 DEFB 3 Room above (At the Foot of the MegaTree)
61164 DEFB 0 Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
61165 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.
61168 DEFB 30,132 Guardian no. 30 (vertical), base sprite 4, x=4 (41200)
61170 DEFB 40,13 Guardian no. 40 (vertical), base sprite 0, x=13 (41280)
61172 DEFB 35,19 Guardian no. 35 (horizontal), base sprite 0, initial x=19 (41240)
61174 DEFB 31,89 Guardian no. 31 (vertical), base sprite 2, x=25 (41208)
61176 DEFB 255,0 Terminator (41976)
61178 DEFB 0,0 Nothing (40960)
61180 DEFB 0,0 Nothing (40960)
61182 DEFB 0,0 Nothing (40960)
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