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61952: Room 50: Watch Tower (teleport: 2569)
Used by the routine at 35068.
watch_tower
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
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 contain the room name.
62080 DEFM " Watch Tower " Room name
The next 54 bytes contain the attributes and graphic data for the tiles used to build the room.
background50 floor50 wall50 nasty50 ramp50 conveyor50
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 8 bytes define the direction, location and length of the conveyor and ramp.
62166 DEFB 1,140,94,8 Conveyor direction (right), location (x=12, y=4) and length (8)
62170 DEFB 1,7,95,5 Ramp direction (right), location (x=7, y=8) and length (5)
The next byte specifies the border colour.
62174 DEFB 5 Border colour
62175 DEFB 0,0 Unused
The next 8 bytes define the item graphic.
item50
62177 DEFB 116,56,102,191,191,157,66,60 Item graphic
The next 4 bytes specify the rooms to the left, to the right, above and below.
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)
62189 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.
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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