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51456: Room 9: On a Branch Over the Drive (teleport: 149)
Used by the routine at 35068.
on_a_branch_over_the_drive
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
51456 DEFB 0,0,0,0,0,0,0,0 Room layout
51464 DEFB 0,0,0,0,0,0,0,0
51472 DEFB 0,0,0,0,0,0,0,0
51480 DEFB 0,0,0,0,0,0,0,0
51488 DEFB 0,0,0,0,0,0,0,0
51496 DEFB 0,0,60,0,0,0,0,0
51504 DEFB 0,0,253,80,0,0,0,0
51512 DEFB 0,0,63,192,5,85,85,85
51520 DEFB 0,0,0,0,15,191,59,192
51528 DEFB 0,0,0,0,3,240,59,0
51536 DEFB 0,0,0,0,0,0,15,0
51544 DEFB 0,0,0,80,0,0,0,0
51552 DEFB 0,80,0,0,0,0,0,0
51560 DEFB 0,0,5,0,0,0,0,0
51568 DEFB 0,0,0,0,0,0,0,0
51576 DEFB 0,0,0,0,0,0,0,0
The next 32 bytes contain the room name.
51584 DEFM " On a Branch Over the Drive " Room name
The next 54 bytes contain the attributes and graphic data for the tiles used to build the room.
background09 floor09 wall09 nasty09 ramp09 conveyor09
51616 DEFB 8,0,0,0,0,0,0,0,0 Background
51625 DEFB 10,31,243,225,96,48,44,64,128 Floor
51634 DEFB 74,9,18,10,31,228,8,8,8 Wall
51643 DEFB 12,66,41,84,38,135,35,42,4 Nasty
51652 DEFB 15,5,2,4,8,80,32,64,128 Ramp
51661 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.
51670 DEFB 0,0,0,0 Conveyor direction (left), location (x=0, y=0) and length (0)
51674 DEFB 1,78,95,4 Ramp direction (right), location (x=14, y=10) and length (4)
The next byte specifies the border colour.
51678 DEFB 2 Border colour
51679 DEFB 0,0 Unused
The next 8 bytes define the item graphic.
item09
51681 DEFB 48,60,79,67,130,134,228,252 Item graphic
The next 4 bytes specify the rooms to the left, to the right, above and below.
51689 DEFB 10 Room to the left (The Front Door)
51690 DEFB 8 Room to the right (Inside the MegaTrunk)
51691 DEFB 13 Room above (Out on a limb)
51692 DEFB 4 Room below (The Drive)
51693 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.
51696 DEFB 9,30 Guardian no. 9 (vertical), base sprite 0, x=30 (41032)
51698 DEFB 27,135 Guardian no. 27 (vertical), base sprite 4, x=7 (41176)
51700 DEFB 61,19 Guardian no. 61 (horizontal), base sprite 0, initial x=19 (41448)
51702 DEFB 62,14 Guardian no. 62 (vertical), base sprite 0, x=14 (41456)
51704 DEFB 60,68 Arrow flying left to right at pixel y-coordinate 34 (41440)
51706 DEFB 255,0 Terminator (41976)
51708 DEFB 0,0 Nothing (40960)
51710 DEFB 0,0 Nothing (40960)
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