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51968: Room 11: The Hall (teleport: 1249)
Used by the routine at 35068.
the_hall
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
51968 DEFB 0,0,0,0,0,0,0,0 Room layout
51976 DEFB 0,0,0,0,0,0,0,0
51984 DEFB 0,0,0,0,0,0,0,0
51992 DEFB 0,0,0,0,0,0,0,0
52000 DEFB 0,0,0,0,0,0,0,0
52008 DEFB 170,170,170,170,170,170,170,170
52016 DEFB 0,0,0,0,0,40,0,0
52024 DEFB 0,0,0,0,0,40,0,0
52032 DEFB 0,0,0,0,0,40,0,0
52040 DEFB 0,0,0,0,0,40,0,0
52048 DEFB 0,0,0,0,0,40,0,0
52056 DEFB 0,0,0,0,0,40,0,0
52064 DEFB 0,0,0,0,0,0,0,0
52072 DEFB 0,0,192,192,48,0,0,0
52080 DEFB 170,170,170,170,170,170,170,170
52088 DEFB 170,170,170,170,170,170,170,170
The next 32 bytes contain the room name.
52096 DEFM " The Hall " Room name
The next 54 bytes contain the attributes and graphic data for the tiles used to build the room.
background11 floor11 wall11 nasty11 ramp11 conveyor11
52128 DEFB 0,0,0,0,0,0,0,0,0 Background
52137 DEFB 71,255,170,119,170,119,170,85,170 Floor (unused)
52146 DEFB 58,32,16,14,193,48,9,198,32 Wall
52155 DEFB 68,136,169,169,187,191,191,191,94 Nasty
52164 DEFB 7,192,192,48,48,12,12,3,3 Ramp
52173 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.
52182 DEFB 0,0,0,0 Conveyor direction (left), location (x=0, y=0) and length (0)
52186 DEFB 0,165,95,6 Ramp direction (left), location (x=5, y=13) and length (6)
The next byte specifies the border colour.
52190 DEFB 4 Border colour
52191 DEFB 0,0 Unused
The next 8 bytes define the item graphic.
item11
52193 DEFB 0,0,0,0,0,0,0,0 Item graphic (unused)
The next 4 bytes specify the rooms to the left, to the right, above and below.
52201 DEFB 20 Room to the left (Ballroom East)
52202 DEFB 10 Room to the right (The Front Door)
52203 DEFB 0 Room above (The Off Licence)
52204 DEFB 0 Room below (The Off Licence)
52205 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.
52208 DEFB 89,202 Guardian no. 89 (vertical), base sprite 6, x=10 (41672)
52210 DEFB 26,19 Guardian no. 26 (horizontal), base sprite 0, initial x=19 (41168)
52212 DEFB 95,19 Guardian no. 95 (horizontal), base sprite 0, initial x=19 (41720)
52214 DEFB 69,68 Arrow flying right to left at pixel y-coordinate 34 (41512)
52216 DEFB 60,22 Arrow flying left to right at pixel y-coordinate 11 (41440)
52218 DEFB 255,0 Terminator (41976)
52220 DEFB 89,0 Guardian no. 89 (vertical), base sprite 0, x=0 (41672)
52222 DEFB 0,0 Nothing (40960)
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