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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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| 55296 | DEFB 0,0,1,0,0,0,0,0 | Room layout | |||||||
| 55304 | DEFB 0,0,1,0,0,0,0,0 | ||||||||
| 55312 | DEFB 0,0,1,0,0,0,0,0 | ||||||||
| 55320 | DEFB 0,0,1,0,0,0,0,0 | ||||||||
| 55328 | DEFB 0,0,1,0,0,0,0,0 | ||||||||
| 55336 | DEFB 0,0,1,0,16,5,84,21 | ||||||||
| 55344 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 55352 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 55360 | DEFB 160,0,0,0,0,4,0,21 | ||||||||
| 55368 | DEFB 168,0,0,0,21,0,80,0 | ||||||||
| 55376 | DEFB 170,0,0,80,0,0,0,0 | ||||||||
| 55384 | DEFB 170,128,0,0,0,0,0,0 | ||||||||
| 55392 | DEFB 170,160,0,0,21,5,84,21 | ||||||||
| 55400 | DEFB 170,168,0,0,0,0,0,0 | ||||||||
| 55408 | DEFB 170,170,0,0,0,0,0,0 | ||||||||
| 55416 | DEFB 170,170,170,170,170,170,170,170 | ||||||||
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The next 32 bytes contain the room name.
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| 55424 | DEFM " West of Kitchen " | Room name | |||||||
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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).
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| 55456 | DEFB 0,0,0,0,0,0,0,0,0 | Background | |||||||
| 55465 | DEFB 5,255,189,165,165,165,66,0,0 | Floor | |||||||
| 55474 | DEFB 34,9,66,144,36,9,66,144,36 | Wall | |||||||
| 55483 | DEFB 255,0,0,0,0,0,0,0,0 | Nasty (unused) | |||||||
| 55492 | DEFB 71,192,64,176,80,172,84,171,85 | Ramp | |||||||
| 55501 | DEFB 66,240,85,170,85,85,170,42,8 | Conveyor | |||||||
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The next 8 bytes define the direction, location and length of the conveyor and ramp.
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| 55510 | DEFB 0,150,95,5 | Conveyor direction (left), location (x=22, y=12) and length (5) | |||||||
| 55514 | DEFB 0,200,95,7 | Ramp direction (left), location (x=8, y=14) and length (7) | |||||||
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The next byte specifies the border colour.
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| 55518 | DEFB 1 | Border colour | |||||||
| 55519 | DEFB 0,0 | Unused | |||||||
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The next 8 bytes define the item graphic.
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| 55521 | 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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| 55529 | DEFB 25 | Room to the left (Cold Store) | |||||||
| 55530 | DEFB 23 | Room to the right (The Kitchen) | |||||||
| 55531 | DEFB 30 | Room above (The Banyan Tree) | |||||||
| 55532 | DEFB 0 | Room below (The Off Licence) | |||||||
| 55533 | 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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| 55536 | DEFB 49,9 | Guardian no. 49 (vertical), base sprite 0, x=9 (41352) | |||||||
| 55538 | DEFB 50,14 | Guardian no. 50 (vertical), base sprite 0, x=14 (41360) | |||||||
| 55540 | DEFB 49,20 | Guardian no. 49 (vertical), base sprite 0, x=20 (41352) | |||||||
| 55542 | DEFB 48,27 | Guardian no. 48 (vertical), base sprite 0, x=27 (41344) | |||||||
| 55544 | DEFB 255,0 | Terminator (41976) | |||||||
| 55546 | DEFB 0,0 | Nothing (40960) | |||||||
| 55548 | DEFB 0,0 | Nothing (40960) | |||||||
| 55550 | DEFB 0,0 | Nothing (40960) | |||||||
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