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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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60160 | DEFB 0,0,0,0,0,0,0,0 | Room layout | |||||||
60168 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
60176 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
60184 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
60192 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
60200 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
60208 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
60216 | DEFB 0,0,0,0,0,42,170,170 | ||||||||
60224 | DEFB 0,0,0,0,0,48,195,12 | ||||||||
60232 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
60240 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
60248 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
60256 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
60264 | DEFB 0,0,0,0,0,0,80,0 | ||||||||
60272 | DEFB 0,0,0,0,0,0,5,85 | ||||||||
60280 | DEFB 0,0,0,0,0,4,0,0 | ||||||||
The next 32 bytes are copied to 32896 and specify the room name.
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60288 | DEFM " Conservatory Roof " | 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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60320 | DEFB 0,0,0,0,0,0,0,0,0 | Background | |||||||
60329 | DEFB 4,172,83,42,208,138,36,34,4 | Floor | |||||||
60338 | DEFB 5,247,239,0,0,0,102,102,0 | Wall | |||||||
60347 | DEFB 67,218,213,127,46,17,31,10,27 | Nasty | |||||||
60356 | DEFB 7,1,2,4,16,8,32,64,128 | Ramp | |||||||
60365 | DEFB 255,0,0,0,0,0,0,0,0 | Conveyor | |||||||
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
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60374 | DEFB 1 | Direction (right) | |||||||
60375 | DEFW 24506 | Location in the attribute buffer at 24064: (13,26) | |||||||
60377 | DEFB 6 | Length | |||||||
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
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60378 | DEFB 1 | Direction (up to the right) | |||||||
60379 | DEFW 24556 | Location in the attribute buffer at 24064: (15,12) | |||||||
60381 | DEFB 9 | Length | |||||||
The next byte is copied to 32990 and specifies the border colour.
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60382 | DEFB 5 | Border colour | |||||||
The next two bytes are copied to 32991, but are not used.
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60383 | DEFB 0,0 | Unused | |||||||
The next eight bytes are copied to 32993 and define the item graphic.
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60385 | DEFB 24,24,248,60,126,96,96,126 | 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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60393 | DEFB 0 | Room to the left (The Off Licence) | |||||||
60394 | DEFB 42 | Room to the right (Under the Roof) | |||||||
60395 | DEFB 0 | Room above (The Off Licence) | |||||||
60396 | DEFB 37 | Room below (Orangery) | |||||||
The next three bytes are copied to 33005, but are not used.
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60397 | 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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60400 | DEFB 106,20 | Guardian no. 106 (horizontal), base sprite 0, initial x=20 (41808) | |||||||
60402 | DEFB 61,24 | Guardian no. 61 (horizontal), base sprite 0, initial x=24 (41448) | |||||||
60404 | DEFB 255,0 | Terminator (41976) | |||||||
60406 | DEFB 0,0 | Nothing (40960) | |||||||
60408 | DEFB 0,0 | Nothing (40960) | |||||||
60410 | DEFB 0,0 | Nothing (40960) | |||||||
60412 | DEFB 0,0 | Nothing (40960) | |||||||
60414 | DEFB 0,0 | Nothing (40960) |
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