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49664: Room 2: Under the MegaTree (teleport: 29)
Used by the routine at 35068.
under_the_megatree
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
49664 DEFB 0,3,255,207,252,0,0,0 Room layout
49672 DEFB 170,170,175,255,63,0,0,0
49680 DEFB 0,0,63,208,92,0,0,0
49688 DEFB 0,0,0,0,0,0,0,0
49696 DEFB 170,128,0,0,0,0,0,0
49704 DEFB 0,1,64,4,0,4,0,0
49712 DEFB 0,0,1,0,4,0,0,0
49720 DEFB 170,168,0,0,0,1,0,0
49728 DEFB 0,0,20,16,16,0,0,0
49736 DEFB 0,0,0,0,0,0,0,0
49744 DEFB 0,0,0,0,0,0,0,0
49752 DEFB 0,0,0,0,0,0,0,0
49760 DEFB 0,0,0,0,0,0,0,0
49768 DEFB 0,0,0,0,0,0,0,0
49776 DEFB 0,0,0,0,0,0,0,0
49784 DEFB 85,85,85,85,85,85,85,85
The next 32 bytes contain the room name.
49792 DEFM " Under the MegaTree " Room name
The next 54 bytes contain the attributes and graphic data for the tiles used to build the room.
background02 floor02 wall02 nasty02 ramp02 conveyor02
49824 DEFB 0,0,0,0,0,0,0,0,0 Background
49833 DEFB 68,215,179,117,109,92,24,8,4 Floor
49842 DEFB 66,189,170,93,162,243,10,6,1 Wall
49851 DEFB 70,73,106,59,58,252,30,107,232 Nasty
49860 DEFB 255,0,0,0,255,0,0,0,0 Ramp (unused)
49869 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.
49878 DEFB 0,0,0,0 Conveyor direction (left), location (x=0, y=0) and length (0)
49882 DEFB 0,0,0,0 Ramp direction (left), location (x=0, y=0) and length (0)
The next byte specifies the border colour.
49886 DEFB 6 Border colour
49887 DEFB 128,160 Unused
The next 8 bytes define the item graphic.
item02
49889 DEFB 129,66,36,24,60,24,60,195 Item graphic
The next 4 bytes specify the rooms to the left, to the right, above and below.
49897 DEFB 3 Room to the left (At the Foot of the MegaTree)
49898 DEFB 1 Room to the right (The Bridge)
49899 DEFB 0 Room above (The Off Licence)
49900 DEFB 0 Room below (The Off Licence)
49901 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.
49904 DEFB 32,16 Guardian no. 32 (horizontal), base sprite 0, initial x=16 (41216)
49906 DEFB 42,14 Guardian no. 42 (vertical), base sprite 0, x=14 (41296)
49908 DEFB 26,27 Guardian no. 26 (horizontal), base sprite 0, initial x=27 (41168)
49910 DEFB 255,0 Terminator (41976)
49912 DEFB 0,0 Nothing (40960)
49914 DEFB 0,0 Nothing (40960)
49916 DEFB 0,0 Nothing (40960)
49918 DEFB 0,0 Nothing (40960)
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