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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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61952 | DEFB 0,0,0,0,0,0,0,0 | Room layout | |||||||
61960 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
61968 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
61976 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
61984 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
61992 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
62000 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
62008 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
62016 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
62024 | DEFB 0,8,0,0,0,0,32,0 | ||||||||
62032 | DEFB 0,8,12,0,0,192,224,0 | ||||||||
62040 | DEFB 0,10,170,160,26,170,160,0 | ||||||||
62048 | DEFB 0,0,0,160,10,0,0,0 | ||||||||
62056 | DEFB 0,0,0,165,10,0,0,0 | ||||||||
62064 | DEFB 0,0,0,160,10,0,0,0 | ||||||||
62072 | DEFB 0,0,0,160,90,0,0,0 | ||||||||
The next 32 bytes are copied to 32896 and specify the room name.
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62080 | DEFM " Watch Tower " | 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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62112 | DEFB 8,0,0,0,0,0,0,0,0 | Background | |||||||
62121 | DEFB 6,255,255,170,85,170,85,0,0 | Floor | |||||||
62130 | DEFB 29,170,85,85,170,85,170,170,85 | Wall | |||||||
62139 | DEFB 12,70,137,137,54,72,131,132,104 | Nasty | |||||||
62148 | DEFB 15,1,2,4,8,16,32,64,128 | Ramp | |||||||
62157 | DEFB 13,246,255,231,0,0,0,0,0 | Conveyor | |||||||
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
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62166 | DEFB 1 | Direction (right) | |||||||
62167 | DEFW 24204 | Location in the attribute buffer at 24064: (4,12) | |||||||
62169 | DEFB 8 | Length | |||||||
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
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62170 | DEFB 1 | Direction (up to the right) | |||||||
62171 | DEFW 24327 | Location in the attribute buffer at 24064: (8,7) | |||||||
62173 | DEFB 5 | Length | |||||||
The next byte is copied to 32990 and specifies the border colour.
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62174 | DEFB 5 | Border colour | |||||||
The next two bytes are copied to 32991, but are not used.
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62175 | DEFB 0,0 | Unused | |||||||
The next eight bytes are copied to 32993 and define the item graphic.
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62177 | DEFB 116,56,102,191,191,157,66,60 | 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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62185 | DEFB 0 | Room to the left (The Off Licence) | |||||||
62186 | DEFB 0 | Room to the right (The Off Licence) | |||||||
62187 | DEFB 0 | Room above (The Off Licence) | |||||||
62188 | DEFB 16 | Room below (We must perform a Quirkafleeg) | |||||||
The next three bytes are copied to 33005, but are not used.
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62189 | 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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62192 | DEFB 108,145 | Guardian no. 108 (horizontal), base sprite 4, initial x=17 (41824) | |||||||
62194 | DEFB 109,11 | Guardian no. 109 (horizontal), base sprite 0, initial x=11 (41832) | |||||||
62196 | DEFB 255,0 | Terminator (41976) | |||||||
62198 | DEFB 0,0 | Nothing (40960) | |||||||
62200 | DEFB 0,0 | Nothing (40960) | |||||||
62202 | DEFB 0,0 | Nothing (40960) | |||||||
62204 | DEFB 0,0 | Nothing (40960) | |||||||
62206 | DEFB 0,0 | Nothing (40960) |
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