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Data |
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Used by the routine at 35068.
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.
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| 50688 | DEFB 160,0,0,0,0,0,0,0 | Room layout | |||||||
| 50696 | DEFB 160,0,0,0,0,0,0,0 | ||||||||
| 50704 | DEFB 160,0,0,21,4,85,0,0 | ||||||||
| 50712 | DEFB 160,0,0,16,68,67,0,0 | ||||||||
| 50720 | DEFB 160,0,0,16,68,84,0,0 | ||||||||
| 50728 | DEFB 160,0,0,16,68,64,0,0 | ||||||||
| 50736 | DEFB 160,0,0,21,4,85,0,0 | ||||||||
| 50744 | DEFB 160,0,0,12,12,48,0,0 | ||||||||
| 50752 | DEFB 160,0,0,0,0,0,0,0 | ||||||||
| 50760 | DEFB 160,1,1,4,20,21,4,16 | ||||||||
| 50768 | DEFB 160,1,69,17,17,4,17,16 | ||||||||
| 50776 | DEFB 160,1,17,17,20,4,17,16 | ||||||||
| 50784 | DEFB 160,1,49,17,17,4,21,16 | ||||||||
| 50792 | DEFB 160,1,1,4,17,4,17,21 | ||||||||
| 50800 | DEFB 160,3,3,12,51,12,51,12 | ||||||||
| 50808 | DEFB 160,0,0,0,0,0,0,0 | ||||||||
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The next 32 bytes contain the room name.
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| 50816 | DEFM " Entrance to Hades " | Room name | |||||||
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The next 54 bytes contain the attributes and graphic data for the tiles used to build the room.
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| 50848 | DEFB 52,0,0,0,0,0,0,0,0 | Background | |||||||
| 50857 | DEFB 163,160,20,130,80,10,65,40,5 | Floor | |||||||
| 50866 | DEFB 99,187,187,56,187,187,187,131,187 | Wall | |||||||
| 50875 | DEFB 50,191,92,88,48,40,88,72,48 | Nasty | |||||||
| 50884 | DEFB 7,64,64,16,16,4,4,1,1 | Ramp (unused) | |||||||
| 50893 | DEFB 255,0,0,0,0,0,0,0,0 | Conveyor (unused) | |||||||
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The next 8 bytes define the direction, location and length of the conveyor and ramp.
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| 50902 | DEFB 0,0,0,0 | Conveyor direction (left), location (x=0, y=0) and length (0) | |||||||
| 50906 | DEFB 0,199,95,0 | Ramp direction (left), location (x=7, y=14) and length (0) | |||||||
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The next byte specifies the border colour.
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| 50910 | DEFB 2 | Border colour | |||||||
| 50911 | DEFB 0,0 | Unused | |||||||
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The next 8 bytes define the item graphic.
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| 50913 | DEFB 0,0,0,0,0,0,0,0 | Item graphic (unused) | |||||||
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The next 4 bytes specify the rooms to the left, to the right, above and below.
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| 50921 | DEFB 14 | Room to the left (Rescue Esmerelda) | |||||||
| 50922 | DEFB 5 | Room to the right (The Security Guard) | |||||||
| 50923 | DEFB 0 | Room above (The Off Licence) | |||||||
| 50924 | DEFB 0 | Room below (The Off Licence) | |||||||
| 50925 | DEFB 0,0,0 | Unused | |||||||
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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.
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| 50928 | DEFB 16,130 | Guardian no. 16 (vertical), base sprite 4, x=2 (41088) | |||||||
| 50930 | DEFB 17,164 | Guardian no. 17 (vertical), base sprite 5, x=4 (41096) | |||||||
| 50932 | DEFB 18,195 | Guardian no. 18 (vertical), base sprite 6, x=3 (41104) | |||||||
| 50934 | DEFB 255,0 | Terminator (41976) | |||||||
| 50936 | DEFB 0,0 | Nothing (40960) | |||||||
| 50938 | DEFB 0,0 | Nothing (40960) | |||||||
| 50940 | DEFB 0,0 | Nothing (40960) | |||||||
| 50942 | DEFB 0,0 | Nothing (40960) | |||||||
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