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61696: Room 49: The Wine Cellar (teleport: 1569)
Used by the routine at 35068.
the_wine_cellar
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
61696 DEFB 0,0,0,0,0,12,2,170 Room layout
61704 DEFB 0,0,0,0,0,0,2,170
61712 DEFB 85,64,0,0,0,0,2,170
61720 DEFB 0,0,0,0,0,0,0,42
61728 DEFB 0,0,0,0,0,0,0,42
61736 DEFB 170,168,0,65,0,21,86,170
61744 DEFB 170,0,0,0,0,0,0,42
61752 DEFB 170,0,0,0,0,0,0,42
61760 DEFB 170,168,0,65,0,85,86,170
61768 DEFB 160,0,0,0,0,0,0,42
61776 DEFB 160,0,0,0,0,0,0,42
61784 DEFB 170,168,0,65,1,85,85,85
61792 DEFB 170,0,0,195,3,0,0,0
61800 DEFB 170,0,0,0,0,0,10,170
61808 DEFB 170,168,0,0,0,0,42,170
61816 DEFB 170,170,170,170,170,170,170,170
The next 32 bytes contain the room name.
61824 DEFM " The Wine Cellar " Room name
The next 54 bytes contain the attributes and graphic data for the tiles used to build the room. Note that because of a bug in the game engine, the conveyor tile is not drawn correctly (see the room image above).
background49 floor49 wall49 nasty49 ramp49 conveyor49
61856 DEFB 0,0,0,0,0,0,0,0,0 Background
61865 DEFB 66,255,24,231,16,199,56,0,0 Floor
61874 DEFB 41,10,65,40,5,160,20,130,80 Wall
61883 DEFB 70,36,36,36,90,219,189,195,126 Nasty
61892 DEFB 7,3,3,13,14,53,58,213,234 Ramp
61901 DEFB 13,170,85,170,85,170,85,170,85 Conveyor
The next 8 bytes define the direction, location and length of the conveyor and ramp.
61910 DEFB 1,155,95,5 Conveyor direction (right), location (x=27, y=12) and length (5)
61914 DEFB 1,216,95,3 Ramp direction (right), location (x=24, y=14) and length (3)
The next byte specifies the border colour.
61918 DEFB 4 Border colour
61919 DEFB 0,0 Unused
The next 8 bytes define the item graphic.
item49
61921 DEFB 0,25,249,31,0,25,255,31 Item graphic
The next 4 bytes specify the rooms to the left, to the right, above and below.
61929 DEFB 51 Room to the left (Tool  Shed)
61930 DEFB 19 Room to the right (The Forgotten Abbey)
61931 DEFB 52 Room above (Back Stairway)
61932 DEFB 0 Room below (The Off Licence)
61933 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.
61936 DEFB 52,16 Guardian no. 52 (horizontal), base sprite 0, initial x=16 (41376)
61938 DEFB 64,25 Guardian no. 64 (horizontal), base sprite 0, initial x=25 (41472)
61940 DEFB 65,9 Guardian no. 65 (horizontal), base sprite 0, initial x=9 (41480)
61942 DEFB 66,19 Guardian no. 66 (horizontal), base sprite 0, initial x=19 (41488)
61944 DEFB 255,0 Terminator (41976)
61946 DEFB 0,0 Nothing (40960)
61948 DEFB 0,0 Nothing (40960)
61950 DEFB 0,0 Nothing (40960)
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