Prev: 51456 Up: Map Next: 51968
51712: Room 10: The Front Door (teleport: 249)
Used by the routine at 35068.
the_front_door
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
51712 DEFB 0,0,0,0,0,0,0,0 Room layout
51720 DEFB 0,0,0,0,0,0,0,0
51728 DEFB 0,0,0,0,0,0,0,0
51736 DEFB 0,0,0,0,0,0,0,0
51744 DEFB 0,0,0,0,0,0,0,0
51752 DEFB 170,170,170,0,0,0,0,0
51760 DEFB 0,0,0,0,0,0,0,0
51768 DEFB 0,0,0,0,0,0,0,0
51776 DEFB 0,0,0,0,0,0,0,0
51784 DEFB 0,0,0,0,0,0,0,0
51792 DEFB 0,0,0,0,0,0,0,0
51800 DEFB 0,0,0,0,0,0,0,0
51808 DEFB 0,0,0,0,0,0,0,0
51816 DEFB 0,0,0,0,0,0,0,0
51824 DEFB 64,0,0,0,0,0,0,0
51832 DEFB 160,0,0,0,0,0,0,0
The next 32 bytes contain the room name.
51840 DEFM " The Front Door " Room name
The next 54 bytes contain the attributes and graphic data for the tiles used to build the room.
background10 floor10 wall10 nasty10 ramp10 conveyor10
51872 DEFB 40,0,0,0,0,0,0,0,0 Background
51881 DEFB 71,255,170,119,170,119,170,85,170 Floor
51890 DEFB 58,32,16,14,193,48,9,198,32 Wall
51899 DEFB 255,0,0,0,0,0,0,0,0 Nasty (unused)
51908 DEFB 47,192,64,176,80,172,84,171,85 Ramp
51917 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.
51926 DEFB 0,0,0,0 Conveyor direction (left), location (x=0, y=0) and length (0)
51930 DEFB 0,226,95,2 Ramp direction (left), location (x=2, y=15) and length (2)
The next byte specifies the border colour.
51934 DEFB 2 Border colour
51935 DEFB 0,0 Unused
The next 8 bytes define the item graphic.
item10
51937 DEFB 12,28,28,30,27,63,120,255 Item graphic
The next 4 bytes specify the rooms to the left, to the right, above and below.
51945 DEFB 11 Room to the left (The Hall)
51946 DEFB 9 Room to the right (On a Branch Over the Drive)
51947 DEFB 0 Room above (The Off Licence)
51948 DEFB 5 Room below (The Security Guard)
51949 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.
51952 DEFB 255,0 Terminator (41976)
51954 DEFB 0,0 Nothing (40960)
51956 DEFB 0,0 Nothing (40960)
51958 DEFB 0,0 Nothing (40960)
51960 DEFB 0,0 Nothing (40960)
51962 DEFB 0,0 Nothing (40960)
51964 DEFB 0,0 Nothing (40960)
51966 DEFB 0,0 Nothing (40960)
Prev: 51456 Up: Map Next: 51968