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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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| 50176 | DEFB 0,0,0,0,0,0,0,0 | Room layout | |||||||
| 50184 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 50192 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 50200 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 50208 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 50216 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 50224 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 50232 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 50240 | DEFB 84,0,0,0,0,0,0,0 | ||||||||
| 50248 | DEFB 170,0,0,0,0,0,0,0 | ||||||||
| 50256 | DEFB 170,128,0,0,0,0,0,0 | ||||||||
| 50264 | DEFB 0,160,0,0,0,0,0,0 | ||||||||
| 50272 | DEFB 0,168,0,0,0,0,0,0 | ||||||||
| 50280 | DEFB 0,170,0,0,0,0,0,0 | ||||||||
| 50288 | DEFB 160,170,128,0,0,0,0,0 | ||||||||
| 50296 | DEFB 160,170,165,85,85,90,85,85 | ||||||||
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The next 32 bytes contain the room name.
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| 50304 | DEFM " The Drive " | 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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| 50336 | DEFB 0,0,0,0,0,0,0,0,0 | Background | |||||||
| 50345 | DEFB 6,170,85,170,255,255,85,170,85 | Floor | |||||||
| 50354 | DEFB 13,112,7,119,119,0,59,11,125 | Wall | |||||||
| 50363 | DEFB 68,20,42,20,9,106,156,8,8 | Nasty (unused) | |||||||
| 50372 | DEFB 5,192,64,112,112,12,116,119,5 | Ramp | |||||||
| 50381 | DEFB 66,123,0,237,0,170,85,170,85 | Conveyor | |||||||
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The next 8 bytes define the direction, location and length of the conveyor and ramp.
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| 50390 | DEFB 1,160,95,2 | Conveyor direction (right), location (x=0, y=13) and length (2) | |||||||
| 50394 | DEFB 0,201,95,7 | Ramp direction (left), location (x=9, y=14) and length (7) | |||||||
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The next byte specifies the border colour.
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| 50398 | DEFB 3 | Border colour | |||||||
| 50399 | DEFB 192,160 | Unused | |||||||
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The next 8 bytes define the item graphic.
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| 50401 | 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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| 50409 | DEFB 5 | Room to the left (The Security Guard) | |||||||
| 50410 | DEFB 3 | Room to the right (At the Foot of the MegaTree) | |||||||
| 50411 | DEFB 6 | Room above (Entrance to Hades) | |||||||
| 50412 | DEFB 45 | Room below (Under the Drive) | |||||||
| 50413 | 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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| 50416 | DEFB 21,18 | Guardian no. 21 (horizontal), base sprite 0, initial x=18 (41128) | |||||||
| 50418 | DEFB 22,21 | Guardian no. 22 (horizontal), base sprite 0, initial x=21 (41136) | |||||||
| 50420 | DEFB 23,8 | Guardian no. 23 (horizontal), base sprite 0, initial x=8 (41144) | |||||||
| 50422 | DEFB 24,20 | Guardian no. 24 (horizontal), base sprite 0, initial x=20 (41152) | |||||||
| 50424 | DEFB 36,143 | Guardian no. 36 (horizontal), base sprite 4, initial x=15 (41248) | |||||||
| 50426 | DEFB 255,0 | Terminator (41976) | |||||||
| 50428 | DEFB 0,0 | Nothing (40960) | |||||||
| 50430 | DEFB 0,0 | Nothing (40960) | |||||||
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