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62464: Room 52: Back Stairway (teleport: 3569)
Used by the routine at 35068.
back_stairway
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
62464 DEFB 0,0,0,0,10,170,170,170 Room layout
62472 DEFB 0,0,0,0,42,170,170,170
62480 DEFB 0,0,0,0,85,85,85,85
62488 DEFB 0,0,0,0,0,0,0,0
62496 DEFB 0,0,0,0,0,0,0,0
62504 DEFB 0,0,0,21,85,85,85,85
62512 DEFB 0,0,0,0,0,0,0,0
62520 DEFB 0,0,0,0,0,0,0,0
62528 DEFB 0,0,5,85,85,85,85,85
62536 DEFB 0,0,0,0,0,0,0,0
62544 DEFB 0,0,0,0,0,0,0,0
62552 DEFB 85,84,85,85,85,85,85,85
62560 DEFB 0,0,0,0,0,0,0,0
62568 DEFB 0,0,0,0,0,0,0,0
62576 DEFB 0,0,0,0,0,0,0,0
62584 DEFB 85,85,85,85,85,85,85,85
The next 32 bytes contain the room name.
62592 DEFM " Back Stairway " Room name
The next 54 bytes contain the attributes and graphic data for the tiles used to build the room.
background52 floor52 wall52 nasty52 ramp52 conveyor52
62624 DEFB 0,0,0,0,0,0,0,0,0 Background
62633 DEFB 67,255,68,68,255,17,17,255,0 Floor
62642 DEFB 30,21,241,143,168,138,248,31,21 Wall
62651 DEFB 255,0,0,0,0,0,0,0,0 Nasty (unused)
62660 DEFB 71,3,1,12,4,48,16,192,64 Ramp
62669 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.
62678 DEFB 0,0,0,0 Conveyor direction (left), location (x=0, y=0) and length (0)
62682 DEFB 1,226,95,16 Ramp direction (right), location (x=2, y=15) and length (16)
The next byte specifies the border colour.
62686 DEFB 2 Border colour
62687 DEFB 0,0 Unused
The next 8 bytes define the item graphic.
item52
62689 DEFB 0,0,0,0,0,0,0,0 Item graphic (unused)
The next 4 bytes specify the rooms to the left, to the right, above and below.
62697 DEFB 53 Room to the left (Back Door)
62698 DEFB 25 Room to the right (Cold Store)
62699 DEFB 54 Room above (West  Wing)
62700 DEFB 49 Room below (The Wine Cellar)
62701 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.
62704 DEFB 36,150 Guardian no. 36 (horizontal), base sprite 4, initial x=22 (41248)
62706 DEFB 92,144 Guardian no. 92 (horizontal), base sprite 4, initial x=16 (41696)
62708 DEFB 29,131 Guardian no. 29 (vertical), base sprite 4, x=3 (41192)
62710 DEFB 255,0 Terminator (41976)
62712 DEFB 0,0 Nothing (40960)
62714 DEFB 0,0 Nothing (40960)
62716 DEFB 0,0 Nothing (40960)
62718 DEFB 0,0 Nothing (40960)
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