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Data |
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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.
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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.
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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.
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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.
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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.
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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.
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64222 | DEFB 2 | Border colour | |||||||
The next two bytes are copied to 32991, but are not used.
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64223 | DEFB 0,0 | Unused | |||||||
The next eight bytes are copied to 32993 and define the item graphic.
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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.
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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.
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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.
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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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