Data
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61696: Room 49: The Wine Cellar (teleport: 1569)
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
61696 DEFB 0,0,0,0,0,12,2,170 Room layout
61704 DEFB 0,0,0,0,0,0,2,170
61712 DEFB 85,64,0,0,0,0,2,170
61720 DEFB 0,0,0,0,0,0,0,42
61728 DEFB 0,0,0,0,0,0,0,42
61736 DEFB 170,168,0,65,0,21,86,170
61744 DEFB 170,0,0,0,0,0,0,42
61752 DEFB 170,0,0,0,0,0,0,42
61760 DEFB 170,168,0,65,0,85,86,170
61768 DEFB 160,0,0,0,0,0,0,42
61776 DEFB 160,0,0,0,0,0,0,42
61784 DEFB 170,168,0,65,1,85,85,85
61792 DEFB 170,0,0,195,3,0,0,0
61800 DEFB 170,0,0,0,0,0,10,170
61808 DEFB 170,168,0,0,0,0,42,170
61816 DEFB 170,170,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
61824 DEFM " The Wine Cellar " 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. Note that because of a bug in the game engine, the conveyor tile is not drawn correctly (see the room image above).
61856 DEFB 0,0,0,0,0,0,0,0,0 Background
61865 DEFB 66,255,24,231,16,199,56,0,0 Floor
61874 DEFB 41,10,65,40,5,160,20,130,80 Wall
61883 DEFB 70,36,36,36,90,219,189,195,126 Nasty
61892 DEFB 7,3,3,13,14,53,58,213,234 Ramp
61901 DEFB 13,170,85,170,85,170,85,170,85 Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
61910 DEFB 1 Direction (right)
61911 DEFW 24475 Location in the attribute buffer at 24064: (12,27)
61913 DEFB 5 Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
61914 DEFB 1 Direction (up to the right)
61915 DEFW 24536 Location in the attribute buffer at 24064: (14,24)
61917 DEFB 3 Length
The next byte is copied to 32990 and specifies the border colour.
61918 DEFB 4 Border colour
The next two bytes are copied to 32991, but are not used.
61919 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
61921 DEFB 0,25,249,31,0,25,255,31 Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
61929 DEFB 51 Room to the left (Tool  Shed)
61930 DEFB 19 Room to the right (The Forgotten Abbey)
61931 DEFB 52 Room above (Back Stairway)
61932 DEFB 0 Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
61933 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.
61936 DEFB 52,16 Guardian no. 52 (horizontal), base sprite 0, initial x=16 (41376)
61938 DEFB 64,25 Guardian no. 64 (horizontal), base sprite 0, initial x=25 (41472)
61940 DEFB 65,9 Guardian no. 65 (horizontal), base sprite 0, initial x=9 (41480)
61942 DEFB 66,19 Guardian no. 66 (horizontal), base sprite 0, initial x=19 (41488)
61944 DEFB 255,0 Terminator (41976)
61946 DEFB 0,0 Nothing (40960)
61948 DEFB 0,0 Nothing (40960)
61950 DEFB 0,0 Nothing (40960)
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