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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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| 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 | ||||||||
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The next 32 bytes contain the room name.
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| 61312 | DEFM " [ " | Room name | |||||||
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The next 54 bytes contain the attributes and graphic data for the tiles used to build the room.
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| 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) | |||||||
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The next 8 bytes define the direction, location and length of the conveyor and ramp.
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| 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) | |||||||
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The next byte specifies the border colour.
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| 61406 | DEFB 126 | Border colour | |||||||
| 61407 | DEFB 254,44 | Unused | |||||||
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The next 8 bytes define the item graphic.
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| 61409 | DEFB 192,215,197,126,254,35,204,120 | 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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| 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 | |||||||
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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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| 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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