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64000: Room 58: The Beach (teleport: 24569)
Used by the routine at 35090.
the_beach
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
64000 DEFB 0,0,0,0,0,0,0,0 Room layout
64008 DEFB 0,0,0,0,0,0,0,0
64016 DEFB 0,0,0,0,0,0,0,0
64024 DEFB 0,0,0,0,0,0,0,0
64032 DEFB 0,0,0,0,0,0,0,0
64040 DEFB 0,0,0,0,0,0,0,0
64048 DEFB 0,0,0,0,0,0,0,0
64056 DEFB 0,0,0,0,0,0,0,0
64064 DEFB 0,0,0,0,0,0,170,170
64072 DEFB 0,0,0,0,0,0,170,170
64080 DEFB 170,160,0,0,0,0,170,170
64088 DEFB 0,0,0,0,0,0,170,170
64096 DEFB 0,0,0,0,0,0,170,170
64104 DEFB 0,0,0,0,0,0,170,170
64112 DEFB 0,5,213,117,93,117,170,170
64120 DEFB 0,21,85,85,85,85,170,170
The next 32 bytes are copied to 32896 and specify the room name.
64128 DEFM " The Beach " 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.
background58 floor58 wall58 nasty58 ramp58 conveyor58
64160 DEFB 13,0,0,0,0,0,0,0,0 Background
64169 DEFB 50,0,0,64,4,0,16,0,1 Floor
64178 DEFB 42,68,0,146,36,128,40,130,80 Wall
64187 DEFB 48,66,129,231,129,90,126,60,66 Nasty
64196 DEFB 14,1,3,7,15,30,55,127,251 Ramp
64205 DEFB 44,78,170,0,64,64,68,170,255 Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
64214 DEFB 0 Direction (left)
64215 DEFW 24544 Location in the attribute buffer at 24064: (15,0)
64217 DEFB 5 Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
64218 DEFB 1 Direction (up to the right)
64219 DEFW 24517 Location in the attribute buffer at 24064: (14,5)
64221 DEFB 1 Length
The next byte is copied to 32990 and specifies the border colour.
64222 DEFB 2 Border colour
The next two bytes are copied to 32991, but are not used.
64223 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
item58
64225 DEFB 4,5,11,11,23,55,111,239 Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
64233 DEFB 59 Room to the left (The Yacht)
64234 DEFB 51 Room to the right (Tool  Shed)
64235 DEFB 58 Room above (The Beach)
64236 DEFB 0 Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
64237 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.
64240 DEFB 1,14 Rope at x=14 (40968)
64242 DEFB 60,84 Arrow flying left to right at pixel y-coordinate 42 (41440)
64244 DEFB 255,0 Terminator (41976)
64246 DEFB 0,0 Nothing (40960)
64248 DEFB 0,0 Nothing (40960)
64250 DEFB 0,0 Nothing (40960)
64252 DEFB 0,0 Nothing (40960)
64254 DEFB 0,0 Nothing (40960)
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