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50432: Room 5: The Security Guard (teleport: 139)
Used by the routine at 35068.
the_security_guard
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
50432 DEFB 128,0,0,0,0,0,0,0 Room layout
50440 DEFB 160,0,0,0,0,0,0,0
50448 DEFB 168,0,0,0,0,0,0,0
50456 DEFB 170,0,0,0,0,0,0,0
50464 DEFB 170,128,0,0,0,0,0,0
50472 DEFB 170,160,0,0,0,0,0,0
50480 DEFB 168,0,0,0,0,0,0,0
50488 DEFB 168,0,0,0,0,0,0,0
50496 DEFB 168,21,84,16,65,84,21,85
50504 DEFB 168,42,168,32,130,168,42,170
50512 DEFB 0,0,168,32,130,168,42,170
50520 DEFB 0,0,168,32,130,168,40,0
50528 DEFB 0,0,168,32,130,168,40,0
50536 DEFB 0,0,0,0,0,0,0,0
50544 DEFB 0,0,0,0,0,0,0,42
50552 DEFB 160,10,170,170,170,170,170,170
The next 32 bytes contain the room name.
50560 DEFM " The Security Guard " Room name
The next 54 bytes contain the attributes and graphic data for the tiles used to build the room.
background05 floor05 wall05 nasty05 ramp05 conveyor05
50592 DEFB 0,0,0,0,0,0,0,0,0 Background
50601 DEFB 4,255,255,170,85,170,85,170,85 Floor
50610 DEFB 13,14,198,149,176,54,134,192,237 Wall
50619 DEFB 255,0,0,0,0,0,0,0,0 Nasty (unused)
50628 DEFB 7,224,64,32,16,14,4,2,1 Ramp
50637 DEFB 66,111,0,183,0,170,85,170,85 Conveyor
The next 8 bytes define the direction, location and length of the conveyor and ramp.
50646 DEFB 1,189,95,3 Conveyor direction (right), location (x=29, y=13) and length (3)
50650 DEFB 0,232,94,8 Ramp direction (left), location (x=8, y=7) and length (8)
The next byte specifies the border colour.
50654 DEFB 1 Border colour
50655 DEFB 0,0 Unused
The next 8 bytes define the item graphic.
item05
50657 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.
50665 DEFB 19 Room to the left (The Forgotten Abbey)
50666 DEFB 4 Room to the right (The Drive)
50667 DEFB 10 Room above (The Front Door)
50668 DEFB 6 Room below (Entrance to Hades)
50669 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.
50672 DEFB 2,142 Guardian no. 2 (vertical), base sprite 4, x=14 (40976)
50674 DEFB 3,139 Guardian no. 3 (vertical), base sprite 4, x=11 (40984)
50676 DEFB 3,151 Guardian no. 3 (vertical), base sprite 4, x=23 (40984)
50678 DEFB 4,145 Guardian no. 4 (vertical), base sprite 4, x=17 (40992)
50680 DEFB 255,0 Terminator (41976)
50682 DEFB 0,0 Nothing (40960)
50684 DEFB 0,0 Nothing (40960)
50686 DEFB 0,0 Nothing (40960)
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