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62208: Room 51: Tool  Shed (teleport: 12569)
Used by the routine at 35068.
tool__shed
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
62208 DEFB 0,0,2,170,160,0,0,0 Room layout
62216 DEFB 0,0,10,170,160,0,0,0
62224 DEFB 0,0,42,170,170,170,170,170
62232 DEFB 0,0,0,0,192,0,0,0
62240 DEFB 0,0,0,0,0,0,0,0
62248 DEFB 0,0,0,0,0,0,0,170
62256 DEFB 0,0,0,0,0,0,0,170
62264 DEFB 0,0,0,0,0,0,0,170
62272 DEFB 170,168,0,65,0,64,42,170
62280 DEFB 170,168,0,0,0,0,42,170
62288 DEFB 170,168,0,0,0,0,106,170
62296 DEFB 170,168,17,0,16,0,42,170
62304 DEFB 170,168,0,0,0,64,42,170
62312 DEFB 170,168,0,0,0,0,106,170
62320 DEFB 170,168,0,0,0,0,42,170
62328 DEFB 170,170,170,170,170,170,170,170
The next 32 bytes contain the room name.
62336 DEFM " Tool Shed " Room name
The next 54 bytes contain the attributes and graphic data for the tiles used to build the room. Note that because of a bug in the game engine, the conveyor tile is not drawn correctly (see the room image above).
background51 floor51 wall51 nasty51 ramp51 conveyor51
62368 DEFB 0,0,0,0,0,0,0,0,0 Background
62377 DEFB 5,90,255,34,68,34,64,0,0 Floor
62386 DEFB 30,85,170,68,34,85,170,68,34 Wall
62395 DEFB 6,4,4,4,136,80,32,16,8 Nasty
62404 DEFB 7,3,3,12,12,48,48,192,192 Ramp
62413 DEFB 68,224,170,0,102,102,102,102,102 Conveyor
The next 8 bytes define the direction, location and length of the conveyor and ramp.
62422 DEFB 1,231,95,18 Conveyor direction (right), location (x=7, y=15) and length (18)
62426 DEFB 1,227,94,8 Ramp direction (right), location (x=3, y=7) and length (8)
The next byte specifies the border colour.
62430 DEFB 5 Border colour
62431 DEFB 0,0 Unused
The next 8 bytes define the item graphic.
item51
62433 DEFB 24,24,24,24,24,155,127,59 Item graphic
The next 4 bytes specify the rooms to the left, to the right, above and below.
62441 DEFB 58 Room to the left (The Beach)
62442 DEFB 49 Room to the right (The Wine Cellar)
62443 DEFB 53 Room above (Back Door)
62444 DEFB 0 Room below (The Off Licence)
62445 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.
62448 DEFB 52,16 Guardian no. 52 (horizontal), base sprite 0, initial x=16 (41376)
62450 DEFB 98,9 Guardian no. 98 (horizontal), base sprite 0, initial x=9 (41744)
62452 DEFB 99,20 Guardian no. 99 (horizontal), base sprite 0, initial x=20 (41752)
62454 DEFB 255,0 Terminator (41976)
62456 DEFB 0,0 Nothing (40960)
62458 DEFB 0,0 Nothing (40960)
62460 DEFB 0,0 Nothing (40960)
62462 DEFB 0,0 Nothing (40960)
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