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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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| 58112 | DEFB 170,170,170,170,170,170,170,170 | Room layout | |||||||
| 58120 | DEFB 160,0,0,10,0,0,0,0 | ||||||||
| 58128 | DEFB 160,0,0,10,0,0,0,0 | ||||||||
| 58136 | DEFB 160,0,0,10,0,0,0,0 | ||||||||
| 58144 | DEFB 160,0,0,10,0,0,0,0 | ||||||||
| 58152 | DEFB 160,0,0,10,0,0,0,0 | ||||||||
| 58160 | DEFB 160,0,0,10,0,0,0,0 | ||||||||
| 58168 | DEFB 160,0,0,10,0,0,0,0 | ||||||||
| 58176 | DEFB 160,0,0,10,0,0,0,0 | ||||||||
| 58184 | DEFB 160,0,0,10,0,0,0,0 | ||||||||
| 58192 | DEFB 160,0,0,10,0,0,0,0 | ||||||||
| 58200 | DEFB 172,0,0,0,0,0,0,0 | ||||||||
| 58208 | DEFB 160,0,0,0,0,0,0,0 | ||||||||
| 58216 | DEFB 149,85,85,85,64,0,0,0 | ||||||||
| 58224 | DEFB 170,170,170,170,160,0,0,0 | ||||||||
| 58232 | DEFB 170,170,170,170,169,85,85,85 | ||||||||
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The next 32 bytes contain the room name.
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| 58240 | DEFM " Master Bedroom " | 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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| 58272 | DEFB 0,0,0,0,0,0,0,0,0 | Background | |||||||
| 58281 | DEFB 6,255,107,181,0,173,0,74,0 | Floor | |||||||
| 58290 | DEFB 51,0,81,251,81,0,170,191,170 | Wall | |||||||
| 58299 | DEFB 71,0,0,0,0,124,254,127,62 | Nasty | |||||||
| 58308 | DEFB 7,192,64,176,0,172,0,83,0 | Ramp | |||||||
| 58317 | DEFB 41,85,85,85,85,81,95,64,170 | Conveyor | |||||||
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The next 8 bytes define the direction, location and length of the conveyor and ramp.
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| 58326 | DEFB 1,130,95,4 | Conveyor direction (right), location (x=2, y=12) and length (4) | |||||||
| 58330 | DEFB 0,210,95,2 | Ramp direction (left), location (x=18, y=14) and length (2) | |||||||
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The next byte specifies the border colour.
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| 58334 | DEFB 1 | Border colour | |||||||
| 58335 | DEFB 0,0 | Unused | |||||||
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The next 8 bytes define the item graphic.
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| 58337 | 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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| 58345 | DEFB 36 | Room to the left (A bit of tree) | |||||||
| 58346 | DEFB 34 | Room to the right (Top Landing) | |||||||
| 58347 | DEFB 41 | Room above (The Attic) | |||||||
| 58348 | DEFB 29 | Room below (The Nightmare Room) | |||||||
| 58349 | 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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| 58352 | DEFB 255,0 | Terminator (41976) | |||||||
| 58354 | DEFB 0,0 | Nothing (40960) | |||||||
| 58356 | DEFB 0,0 | Nothing (40960) | |||||||
| 58358 | DEFB 0,0 | Nothing (40960) | |||||||
| 58360 | DEFB 0,0 | Nothing (40960) | |||||||
| 58362 | DEFB 0,0 | Nothing (40960) | |||||||
| 58364 | DEFB 0,0 | Nothing (40960) | |||||||
| 58366 | DEFB 0,0 | Nothing (40960) | |||||||
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