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50176: Room 4: The Drive (teleport: 39)
Used by the routine at 35068.
the_drive
The first 128 bytes 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
50176 DEFB 0,0,0,0,0,0,0,0 Room layout
50184 DEFB 0,0,0,0,0,0,0,0
50192 DEFB 0,0,0,0,0,0,0,0
50200 DEFB 0,0,0,0,0,0,0,0
50208 DEFB 0,0,0,0,0,0,0,0
50216 DEFB 0,0,0,0,0,0,0,0
50224 DEFB 0,0,0,0,0,0,0,0
50232 DEFB 0,0,0,0,0,0,0,0
50240 DEFB 84,0,0,0,0,0,0,0
50248 DEFB 170,0,0,0,0,0,0,0
50256 DEFB 170,128,0,0,0,0,0,0
50264 DEFB 0,160,0,0,0,0,0,0
50272 DEFB 0,168,0,0,0,0,0,0
50280 DEFB 0,170,0,0,0,0,0,0
50288 DEFB 160,170,128,0,0,0,0,0
50296 DEFB 160,170,165,85,85,90,85,85
The next 32 bytes contain the room name.
50304 DEFM " The Drive " Room name
The next 54 bytes contain the attributes and graphic data for the tiles used to build the room.
background04 floor04 wall04 nasty04 ramp04 conveyor04
50336 DEFB 0,0,0,0,0,0,0,0,0 Background
50345 DEFB 6,170,85,170,255,255,85,170,85 Floor
50354 DEFB 13,112,7,119,119,0,59,11,125 Wall
50363 DEFB 68,20,42,20,9,106,156,8,8 Nasty (unused)
50372 DEFB 5,192,64,112,112,12,116,119,5 Ramp
50381 DEFB 66,123,0,237,0,170,85,170,85 Conveyor
The next 8 bytes define the direction, location and length of the conveyor and ramp.
50390 DEFB 1,160,95,2 Conveyor direction (right), location (x=0, y=13) and length (2)
50394 DEFB 0,201,95,7 Ramp direction (left), location (x=9, y=14) and length (7)
The next byte specifies the border colour.
50398 DEFB 3 Border colour
50399 DEFB 192,160 Unused
The next 8 bytes define the item graphic.
item04
50401 DEFB 0,0,0,0,0,0,0,0 Item graphic (unused)
The next 4 bytes specify the rooms to the left, to the right, above and below.
50409 DEFB 5 Room to the left (The Security Guard)
50410 DEFB 3 Room to the right (At the Foot of the MegaTree)
50411 DEFB 6 Room above (Entrance to Hades)
50412 DEFB 45 Room below (Under the Drive)
50413 DEFB 0,0,0 Unused
The next 8 pairs of bytes specify the entities (ropes, arrows, guardians) in this room. The first byte in each pair identifies one of the entity definitions at 40960. The meaning of the second byte depends on the entity type: it determines the base sprite index and x-coordinate of a guardian, the y-coordinate of an arrow, or the x-coordinate of the top of a rope.
50416 DEFB 21,18 Guardian no. 21 (horizontal), base sprite 0, initial x=18 (41128)
50418 DEFB 22,21 Guardian no. 22 (horizontal), base sprite 0, initial x=21 (41136)
50420 DEFB 23,8 Guardian no. 23 (horizontal), base sprite 0, initial x=8 (41144)
50422 DEFB 24,20 Guardian no. 24 (horizontal), base sprite 0, initial x=20 (41152)
50424 DEFB 36,143 Guardian no. 36 (horizontal), base sprite 4, initial x=15 (41248)
50426 DEFB 255,0 Terminator (41976)
50428 DEFB 0,0 Nothing (40960)
50430 DEFB 0,0 Nothing (40960)
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