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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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| 52224 | DEFB 0,0,0,0,0,0,0,0 | Room layout | |||||||
| 52232 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 52240 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 52248 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 52256 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 52264 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 52272 | DEFB 0,0,0,0,64,0,0,0 | ||||||||
| 52280 | DEFB 0,0,84,0,0,0,0,0 | ||||||||
| 52288 | DEFB 0,0,0,20,0,4,0,0 | ||||||||
| 52296 | DEFB 1,80,0,0,20,0,0,0 | ||||||||
| 52304 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 52312 | DEFB 0,0,0,0,0,20,0,0 | ||||||||
| 52320 | DEFB 85,85,84,0,8,0,0,0 | ||||||||
| 52328 | DEFB 12,243,200,16,8,0,80,0 | ||||||||
| 52336 | DEFB 207,63,8,0,8,80,0,0 | ||||||||
| 52344 | DEFB 48,48,8,0,88,0,0,0 | ||||||||
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The next 32 bytes contain the room name.
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| 52352 | DEFM " Tree Top " | 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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| 52384 | DEFB 0,0,0,0,0,0,0,0,0 | Background | |||||||
| 52393 | DEFB 4,170,85,170,88,48,16,16,8 | Floor | |||||||
| 52402 | DEFB 22,165,40,82,85,85,73,162,181 | Wall | |||||||
| 52411 | DEFB 66,137,74,18,52,24,52,82,145 | Nasty | |||||||
| 52420 | DEFB 7,64,0,16,0,4,0,1,0 | Ramp | |||||||
| 52429 | DEFB 255,0,0,0,0,0,0,0,0 | 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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| 52438 | DEFB 0,0,0,0 | Conveyor direction (left), location (x=0, y=0) and length (0) | |||||||
| 52442 | DEFB 0,207,95,2 | Ramp direction (left), location (x=15, y=14) and length (2) | |||||||
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The next byte specifies the border colour.
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| 52446 | DEFB 6 | Border colour | |||||||
| 52447 | DEFB 0,0 | Unused | |||||||
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The next 8 bytes define the item graphic.
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| 52449 | DEFB 30,45,55,123,109,94,184,192 | 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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| 52457 | DEFB 13 | Room to the left (Out on a limb) | |||||||
| 52458 | DEFB 0 | Room to the right (The Off Licence) | |||||||
| 52459 | DEFB 0 | Room above (The Off Licence) | |||||||
| 52460 | DEFB 8 | Room below (Inside the MegaTrunk) | |||||||
| 52461 | 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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| 52464 | DEFB 24,7 | Guardian no. 24 (horizontal), base sprite 0, initial x=7 (41152) | |||||||
| 52466 | DEFB 46,136 | Guardian no. 46 (horizontal), base sprite 4, initial x=8 (41328) | |||||||
| 52468 | DEFB 26,24 | Guardian no. 26 (horizontal), base sprite 0, initial x=24 (41168) | |||||||
| 52470 | DEFB 69,132 | Arrow flying right to left at pixel y-coordinate 66 (41512) | |||||||
| 52472 | DEFB 255,0 | Terminator (41976) | |||||||
| 52474 | DEFB 0,0 | Nothing (40960) | |||||||
| 52476 | DEFB 0,0 | Nothing (40960) | |||||||
| 52478 | DEFB 0,0 | Nothing (40960) | |||||||
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