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61440: Room 48: Nomen Luni (teleport: 569)
Used by the routine at 35090.
nomen_luni
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
61440 DEFB 0,0,0,0,0,0,0,0 Room layout
61448 DEFB 0,0,0,0,0,0,0,0
61456 DEFB 0,0,0,0,0,0,0,0
61464 DEFB 0,0,0,0,0,0,0,0
61472 DEFB 0,0,0,0,0,0,0,0
61480 DEFB 0,0,0,0,10,170,0,0
61488 DEFB 0,0,0,1,10,170,0,80
61496 DEFB 0,0,0,0,0,160,0,0
61504 DEFB 0,0,1,80,0,160,64,0
61512 DEFB 0,0,0,0,4,160,0,10
61520 DEFB 0,0,0,0,0,160,0,42
61528 DEFB 0,0,0,0,64,160,10,162
61536 DEFB 0,0,0,0,1,160,33,66
61544 DEFB 0,0,0,0,0,160,0,10
61552 DEFB 0,0,0,170,170,170,170,162
61560 DEFB 0,0,0,170,170,170,170,162
The next 32 bytes are copied to 32896 and specify the room name.
61568 DEFM " Nomen Luni " 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.
background48 floor48 wall48 nasty48 ramp48 conveyor48
61600 DEFB 0,0,0,0,0,0,0,0,0 Background
61609 DEFB 13,255,34,68,136,85,34,0,0 Floor
61618 DEFB 243,170,112,170,108,177,95,170,85 Wall
61627 DEFB 6,85,162,85,152,28,42,69,138 Nasty (unused)
61636 DEFB 7,3,0,12,0,52,10,196,0 Ramp
61645 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.
61654 DEFB 0 Direction (left)
61655 DEFW 0 Location in the attribute buffer at 24064 (unused)
61657 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.
61658 DEFB 1 Direction (up to the right)
61659 DEFW 24553 Location in the attribute buffer at 24064: (15,9)
61661 DEFB 5 Length
The next byte is copied to 32990 and specifies the border colour.
61662 DEFB 2 Border colour
The next two bytes are copied to 32991, but are not used.
61663 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
item48
61665 DEFB 18,18,18,18,18,18,18,18 Item graphic (unused)
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
61673 DEFB 0 Room to the left (The Off Licence)
61674 DEFB 18 Room to the right (On the Roof)
61675 DEFB 0 Room above (The Off Licence)
61676 DEFB 42 Room below (Under the Roof)
The next three bytes are copied to 33005, but are not used.
61677 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.
61680 DEFB 104,5 Guardian no. 104 (horizontal), base sprite 0, initial x=5 (41792)
61682 DEFB 107,20 Guardian no. 107 (horizontal), base sprite 0, initial x=20 (41816)
61684 DEFB 29,144 Guardian no. 29 (vertical), base sprite 4, x=16 (41192)
61686 DEFB 11,22 Guardian no. 11 (vertical), base sprite 0, x=22 (41048)
61688 DEFB 255,0 Terminator (41976)
61690 DEFB 0,0 Nothing (40960)
61692 DEFB 0,0 Nothing (40960)
61694 DEFB 0,0 Nothing (40960)
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