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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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| 52736 | DEFB 0,0,0,0,0,0,8,2 | Room layout | |||||||
| 52744 | DEFB 0,0,0,0,0,0,8,2 | ||||||||
| 52752 | DEFB 0,0,0,0,0,0,0,2 | ||||||||
| 52760 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 52768 | DEFB 0,0,0,0,0,0,170,0 | ||||||||
| 52776 | DEFB 0,0,0,0,0,0,8,6 | ||||||||
| 52784 | DEFB 0,0,0,0,0,0,0,18 | ||||||||
| 52792 | DEFB 0,0,0,0,0,0,0,66 | ||||||||
| 52800 | DEFB 0,0,0,0,0,0,1,2 | ||||||||
| 52808 | DEFB 170,6,170,6,170,10,170,6 | ||||||||
| 52816 | DEFB 170,14,170,14,170,0,0,6 | ||||||||
| 52824 | DEFB 170,14,170,14,170,0,0,6 | ||||||||
| 52832 | DEFB 170,14,170,14,170,128,0,18 | ||||||||
| 52840 | DEFB 170,14,170,14,170,160,0,64 | ||||||||
| 52848 | DEFB 170,14,170,14,170,168,1,0 | ||||||||
| 52856 | DEFB 170,170,170,170,170,170,4,10 | ||||||||
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The next 32 bytes contain the room name.
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| 52864 | DEFM " Rescue Esmerelda " | 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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| 52896 | DEFB 16,0,0,0,0,0,0,0,0 | Background | |||||||
| 52905 | DEFB 23,3,3,12,12,49,50,196,200 | Floor | |||||||
| 52914 | DEFB 4,238,0,187,0,238,0,187,0 | Wall | |||||||
| 52923 | DEFB 85,209,226,196,200,209,226,196,200 | Nasty | |||||||
| 52932 | DEFB 23,0,0,0,0,0,0,0,0 | Ramp (unused) | |||||||
| 52941 | DEFB 22,241,170,248,170,0,238,0,187 | Conveyor | |||||||
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The next 8 bytes define the direction, location and length of the conveyor and ramp.
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| 52950 | DEFB 1,152,94,4 | Conveyor direction (right), location (x=24, y=4) and length (4) | |||||||
| 52954 | DEFB 1,0,0,0 | Ramp direction (right), location (x=0, y=0) and length (0) | |||||||
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The next byte specifies the border colour.
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| 52958 | DEFB 1 | Border colour | |||||||
| 52959 | DEFB 0,0 | Unused | |||||||
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The next 8 bytes define the item graphic.
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| 52961 | DEFB 255,73,73,73,73,73,73,255 | Item graphic | |||||||
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The next 4 bytes specify the rooms to the left, to the right, above and below.
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| 52969 | DEFB 15 | Room to the left (I'm sure I've seen this before..) | |||||||
| 52970 | DEFB 44 | Room to the right (On top of the house) | |||||||
| 52971 | DEFB 20 | Room above (Ballroom East) | |||||||
| 52972 | DEFB 39 | Room below (Emergency Generator) | |||||||
| 52973 | DEFB 0,0,0 | 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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| 52976 | DEFB 4,196 | Guardian no. 4 (vertical), base sprite 6, x=4 (40992) | |||||||
| 52978 | DEFB 2,204 | Guardian no. 2 (vertical), base sprite 6, x=12 (40976) | |||||||
| 52980 | DEFB 13,5 | Guardian no. 13 (horizontal), base sprite 0, initial x=5 (41064) | |||||||
| 52982 | DEFB 15,152 | Guardian no. 15 (vertical), base sprite 4, x=24 (41080) | |||||||
| 52984 | DEFB 255,0 | Terminator (41976) | |||||||
| 52986 | DEFB 0,0 | Nothing (40960) | |||||||
| 52988 | DEFB 0,0 | Nothing (40960) | |||||||
| 52990 | DEFB 0,0 | Nothing (40960) | |||||||
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