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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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| 59648 | DEFB 0,0,0,0,0,0,0,0 | Room layout | |||||||
| 59656 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 59664 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 59672 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 59680 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 59688 | DEFB 0,192,3,0,0,0,0,0 | ||||||||
| 59696 | DEFB 85,149,86,80,0,0,0,0 | ||||||||
| 59704 | DEFB 160,0,0,0,0,0,0,0 | ||||||||
| 59712 | DEFB 164,0,0,0,5,0,0,5 | ||||||||
| 59720 | DEFB 160,0,0,0,0,0,0,0 | ||||||||
| 59728 | DEFB 164,0,0,0,0,80,0,0 | ||||||||
| 59736 | DEFB 160,0,0,0,0,0,0,0 | ||||||||
| 59744 | DEFB 164,0,0,0,0,4,0,0 | ||||||||
| 59752 | DEFB 160,0,0,0,0,0,0,0 | ||||||||
| 59760 | DEFB 164,3,0,192,192,0,0,0 | ||||||||
| 59768 | DEFB 85,101,149,150,85,149,86,89 | ||||||||
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The next 32 bytes contain the room name.
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| 59776 | DEFM " The Attic " | 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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| 59808 | DEFB 0,0,0,0,0,0,0,0,0 | Background | |||||||
| 59817 | DEFB 22,206,255,0,231,0,127,0,251 | Floor | |||||||
| 59826 | DEFB 30,238,17,108,146,17,201,34,156 | Wall | |||||||
| 59835 | DEFB 68,36,18,68,170,85,170,91,255 | Nasty | |||||||
| 59844 | DEFB 255,0,0,0,0,0,0,0,0 | Ramp (unused) | |||||||
| 59853 | DEFB 66,240,170,60,170,85,170,85,170 | Conveyor | |||||||
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The next 8 bytes define the direction, location and length of the conveyor and ramp.
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| 59862 | DEFB 1,24,95,4 | Conveyor direction (right), location (x=24, y=8) and length (4) | |||||||
| 59866 | DEFB 0,0,0,0 | Ramp direction (left), location (x=0, y=0) and length (0) | |||||||
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The next byte specifies the border colour.
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| 59870 | DEFB 1 | Border colour | |||||||
| 59871 | DEFB 0,0 | Unused | |||||||
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The next 8 bytes define the item graphic.
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| 59873 | DEFB 17,34,51,68,85,102,119,136 | 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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| 59881 | DEFB 42 | Room to the left (Under the Roof) | |||||||
| 59882 | DEFB 40 | Room to the right (Dr Jones will never believe this) | |||||||
| 59883 | DEFB 0 | Room above (The Off Licence) | |||||||
| 59884 | DEFB 34 | Room below (Top Landing) | |||||||
| 59885 | 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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| 59888 | DEFB 82,4 | Guardian no. 82 (vertical), base sprite 0, x=4 (41616) | |||||||
| 59890 | DEFB 83,6 | Guardian no. 83 (vertical), base sprite 0, x=6 (41624) | |||||||
| 59892 | DEFB 84,8 | Guardian no. 84 (vertical), base sprite 0, x=8 (41632) | |||||||
| 59894 | DEFB 85,10 | Guardian no. 85 (vertical), base sprite 0, x=10 (41640) | |||||||
| 59896 | DEFB 86,12 | Guardian no. 86 (vertical), base sprite 0, x=12 (41648) | |||||||
| 59898 | DEFB 87,78 | Guardian no. 87 (vertical), base sprite 2, x=14 (41656) | |||||||
| 59900 | DEFB 69,213 | Arrow flying right to left at pixel y-coordinate 536 (41512) | |||||||
| 59902 | DEFB 60,146 | Arrow flying left to right at pixel y-coordinate 73 (41440) | |||||||
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