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56832: Room 30: The Banyan Tree (teleport: 23459)
Used by the routine at 35068.
the_banyan_tree
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
56832 DEFB 0,0,0,160,0,0,0,0 Room layout
56840 DEFB 0,0,0,160,0,0,0,0
56848 DEFB 0,0,0,144,0,0,0,0
56856 DEFB 0,0,0,148,0,0,0,0
56864 DEFB 0,0,0,149,80,0,0,0
56872 DEFB 0,0,0,129,8,0,0,0
56880 DEFB 0,0,0,1,4,0,0,0
56888 DEFB 0,0,0,0,4,0,0,0
56896 DEFB 0,0,0,128,0,0,0,0
56904 DEFB 0,0,0,130,0,0,0,0
56912 DEFB 0,8,32,130,8,0,0,0
56920 DEFB 0,8,32,130,8,0,0,0
56928 DEFB 170,170,170,170,170,170,90,170
56936 DEFB 170,170,0,0,0,0,90,170
56944 DEFB 170,170,0,0,0,0,90,170
56952 DEFB 170,170,85,85,85,85,90,170
The next 32 bytes contain the room name.
56960 DEFM " The Banyan Tree " Room name
The next 54 bytes contain the attributes and graphic data for the tiles used to build the room.
background30 floor30 wall30 nasty30 ramp30 conveyor30
56992 DEFB 0,0,0,0,0,0,0,0,0 Background
57001 DEFB 72,0,162,0,0,0,70,0,147 Floor
57010 DEFB 22,74,41,37,73,146,164,37,148 Wall
57019 DEFB 14,165,90,165,90,165,90,165,90 Nasty (unused)
57028 DEFB 7,3,0,12,0,48,0,192,0 Ramp
57037 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.
57046 DEFB 0,0,0,0 Conveyor direction (left), location (x=0, y=0) and length (0)
57050 DEFB 1,100,95,8 Ramp direction (right), location (x=4, y=11) and length (8)
The next byte specifies the border colour.
57054 DEFB 2 Border colour
57055 DEFB 0,0 Unused
The next 8 bytes define the item graphic.
item30
57057 DEFB 5,56,69,130,130,130,68,56 Item graphic
The next 4 bytes specify the rooms to the left, to the right, above and below.
57065 DEFB 31 Room to the left (Swimming Pool)
57066 DEFB 29 Room to the right (The Nightmare Room)
57067 DEFB 36 Room above (A bit of tree)
57068 DEFB 24 Room below (West of Kitchen)
57069 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.
57072 DEFB 100,138 Guardian no. 100 (vertical), base sprite 4, x=10 (41760)
57074 DEFB 101,141 Guardian no. 101 (vertical), base sprite 4, x=13 (41768)
57076 DEFB 102,16 Guardian no. 102 (vertical), base sprite 0, x=16 (41776)
57078 DEFB 88,22 Guardian no. 88 (horizontal), base sprite 0, initial x=22 (41664)
57080 DEFB 255,0 Terminator (41976)
57082 DEFB 0,0 Nothing (40960)
57084 DEFB 0,0 Nothing (40960)
57086 DEFB 0,0 Nothing (40960)
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