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57088: Room 31: Swimming Pool (teleport: 123459)
Used by the routine at 35068.
swimming_pool
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
57088 DEFB 0,0,0,0,0,0,0,0 Room layout
57096 DEFB 0,0,0,0,0,0,0,0
57104 DEFB 0,0,0,0,0,0,0,0
57112 DEFB 0,0,0,0,0,0,0,0
57120 DEFB 0,0,0,0,0,0,0,0
57128 DEFB 0,0,0,0,0,0,0,0
57136 DEFB 0,0,0,0,0,0,0,0
57144 DEFB 0,0,0,0,0,0,0,0
57152 DEFB 0,0,0,0,0,0,0,0
57160 DEFB 0,0,0,0,0,0,0,0
57168 DEFB 0,0,0,0,0,0,0,0
57176 DEFB 0,0,0,0,0,0,0,0
57184 DEFB 170,85,85,85,85,85,84,170
57192 DEFB 170,85,85,85,85,85,82,170
57200 DEFB 170,85,85,85,85,85,74,170
57208 DEFB 170,170,170,170,170,170,170,170
The next 32 bytes contain the room name.
57216 DEFM " Swimming Pool " Room name
The next 54 bytes contain the attributes and graphic data for the tiles used to build the room.
background31 floor31 wall31 nasty31 ramp31 conveyor31
57248 DEFB 7,0,0,0,0,0,0,0,0 Background
57257 DEFB 41,0,0,0,0,0,0,0,0 Floor
57266 DEFB 58,68,68,187,68,68,68,187,68 Wall
57275 DEFB 255,0,0,0,0,0,0,0,0 Nasty (unused)
57284 DEFB 47,3,3,15,15,63,63,255,255 Ramp
57293 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.
57302 DEFB 0,0,0,0 Conveyor direction (left), location (x=0, y=0) and length (0)
57306 DEFB 1,217,95,3 Ramp direction (right), location (x=25, y=14) and length (3)
The next byte specifies the border colour.
57310 DEFB 2 Border colour
57311 DEFB 0,0 Unused
The next 8 bytes define the item graphic.
item31
57313 DEFB 112,32,32,80,80,136,136,136 Item graphic
The next 4 bytes specify the rooms to the left, to the right, above and below.
57321 DEFB 54 Room to the left (West  Wing)
57322 DEFB 30 Room to the right (The Banyan Tree)
57323 DEFB 37 Room above (Orangery)
57324 DEFB 0 Room below (The Off Licence)
57325 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.
57328 DEFB 78,12 Guardian no. 78 (horizontal), base sprite 0, initial x=12 (41584)
57330 DEFB 1,16 Rope at x=16 (40968)
57332 DEFB 255,0 Terminator (41976)
57334 DEFB 0,0 Nothing (40960)
57336 DEFB 0,0 Nothing (40960)
57338 DEFB 0,0 Nothing (40960)
57340 DEFB 0,0 Nothing (40960)
57342 DEFB 0,0 Nothing (40960)
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