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61184: Room 47: [ (teleport: 123469)
Used by the routine at 35068.
left_square_bracket
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
61184 DEFB 0,0,0,0,0,0,0,0 Room layout
61192 DEFB 0,0,0,0,0,0,0,0
61200 DEFB 0,0,0,0,0,0,0,0
61208 DEFB 0,0,0,0,0,0,0,0
61216 DEFB 0,0,0,0,0,0,0,0
61224 DEFB 0,0,0,0,0,0,0,0
61232 DEFB 0,0,0,0,0,0,0,0
61240 DEFB 0,0,0,0,0,0,0,0
61248 DEFB 0,0,0,0,0,0,0,0
61256 DEFB 0,0,0,0,0,0,0,0
61264 DEFB 0,0,0,0,0,0,0,0
61272 DEFB 0,0,0,0,0,0,0,0
61280 DEFB 0,0,0,0,0,0,0,0
61288 DEFB 0,0,0,0,0,0,0,0
61296 DEFB 0,0,0,0,0,0,0,0
61304 DEFB 0,0,0,0,0,0,0,0
The next 32 bytes contain the room name.
61312 DEFM " [ " Room name
The next 54 bytes contain the attributes and graphic data for the tiles used to build the room.
background47 floor47 wall47 nasty47 ramp47 conveyor47
61344 DEFB 0,0,0,0,0,0,0,0,0 Background
61353 DEFB 0,0,0,0,0,0,0,0,4 Floor (unused)
61362 DEFB 54,0,194,227,98,221,52,6,16 Wall (unused)
61371 DEFB 255,221,113,10,112,195,86,94,1 Nasty (unused)
61380 DEFB 7,96,58,142,64,32,24,229,197 Ramp (unused)
61389 DEFB 245,17,232,94,213,197,201,241,193 Conveyor (unused)
The next 8 bytes define the direction, location and length of the conveyor and ramp.
61398 DEFB 61,242,224,0 Conveyor direction (right), location (x=18, y=7) and length (0)
61402 DEFB 225,201,193,0 Ramp direction (right), location (x=9, y=14) and length (0)
The next byte specifies the border colour.
61406 DEFB 126 Border colour
61407 DEFB 254,44 Unused
The next 8 bytes define the item graphic.
item47
61409 DEFB 192,215,197,126,254,35,204,120 Item graphic (unused)
The next 4 bytes specify the rooms to the left, to the right, above and below.
61417 DEFB 29 Room to the left (The Nightmare Room)
61418 DEFB 205 Room to the right (none)
61419 DEFB 28 Room above (First Landing)
61420 DEFB 43 Room below (Conservatory Roof)
61421 DEFB 227,229,17 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.
61424 DEFB 255,0 Terminator (41976)
61426 DEFB 0,0 Nothing (40960)
61428 DEFB 0,0 Nothing (40960)
61430 DEFB 0,0 Nothing (40960)
61432 DEFB 0,0 Nothing (40960)
61434 DEFB 0,0 Nothing (40960)
61436 DEFB 0,0 Nothing (40960)
61438 DEFB 0,0 Nothing (40960)
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