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53248: Room 16: We must perform a Quirkafleeg (teleport: 59)
Used by the routine at 35068.
we_must_perform_a_quirkafleeg
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
53248 DEFB 0,0,0,0,0,0,0,0 Room layout
53256 DEFB 0,0,0,0,0,0,0,0
53264 DEFB 0,0,0,0,0,0,0,0
53272 DEFB 0,0,0,0,0,0,0,0
53280 DEFB 0,0,0,0,0,0,0,0
53288 DEFB 0,0,0,0,0,0,0,0
53296 DEFB 0,0,0,0,0,0,0,0
53304 DEFB 0,0,0,0,0,0,0,0
53312 DEFB 0,0,0,0,0,0,0,0
53320 DEFB 170,0,0,0,0,0,2,170
53328 DEFB 170,64,0,0,0,0,2,170
53336 DEFB 170,64,0,0,0,0,2,170
53344 DEFB 170,64,0,0,0,0,2,170
53352 DEFB 170,64,0,0,0,0,2,170
53360 DEFB 170,64,0,0,0,0,2,170
53368 DEFB 170,127,255,255,255,255,254,170
The next 32 bytes contain the room name.
53376 DEFM " We must perform a Quirkafleeg " Room name
The next 54 bytes contain the attributes and graphic data for the tiles used to build the room.
background16 floor16 wall16 nasty16 ramp16 conveyor16
53408 DEFB 6,0,0,0,0,0,0,0,0 Background
53417 DEFB 56,51,187,221,204,85,153,221,238 Floor
53426 DEFB 13,39,246,0,220,209,4,119,128 Wall
53435 DEFB 69,64,228,78,68,68,68,238,255 Nasty
53444 DEFB 7,128,64,32,48,168,100,34,17 Ramp
53453 DEFB 255,0,0,0,0,0,0,0,0 Conveyor (unused)
The next 8 bytes define the direction, location and length of the conveyor and ramp.
53462 DEFB 0,0,0,0 Conveyor direction (left), location (x=0, y=0) and length (0)
53466 DEFB 0,36,95,1 Ramp direction (left), location (x=4, y=9) and length (1)
The next byte specifies the border colour.
53470 DEFB 2 Border colour
53471 DEFB 0,0 Unused
The next 8 bytes define the item graphic.
item16
53473 DEFB 24,36,24,44,94,94,231,102 Item graphic
The next 4 bytes specify the rooms to the left, to the right, above and below.
53481 DEFB 17 Room to the left (Up on the Battlements)
53482 DEFB 15 Room to the right (I'm sure I've seen this before..)
53483 DEFB 50 Room above (Watch Tower)
53484 DEFB 0 Room below (The Off Licence)
53485 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.
53488 DEFB 13,8 Guardian no. 13 (horizontal), base sprite 0, initial x=8 (41064)
53490 DEFB 1,16 Rope at x=16 (40968)
53492 DEFB 60,132 Arrow flying left to right at pixel y-coordinate 66 (41440)
53494 DEFB 255,0 Terminator (41976)
53496 DEFB 0,0 Nothing (40960)
53498 DEFB 0,0 Nothing (40960)
53500 DEFB 0,0 Nothing (40960)
53502 DEFB 0,0 Nothing (40960)
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