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50688: Room 6: Entrance to Hades (teleport: 239)
Used by the routine at 35068.
entrance_to_hades
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
50688 DEFB 160,0,0,0,0,0,0,0 Room layout
50696 DEFB 160,0,0,0,0,0,0,0
50704 DEFB 160,0,0,21,4,85,0,0
50712 DEFB 160,0,0,16,68,67,0,0
50720 DEFB 160,0,0,16,68,84,0,0
50728 DEFB 160,0,0,16,68,64,0,0
50736 DEFB 160,0,0,21,4,85,0,0
50744 DEFB 160,0,0,12,12,48,0,0
50752 DEFB 160,0,0,0,0,0,0,0
50760 DEFB 160,1,1,4,20,21,4,16
50768 DEFB 160,1,69,17,17,4,17,16
50776 DEFB 160,1,17,17,20,4,17,16
50784 DEFB 160,1,49,17,17,4,21,16
50792 DEFB 160,1,1,4,17,4,17,21
50800 DEFB 160,3,3,12,51,12,51,12
50808 DEFB 160,0,0,0,0,0,0,0
The next 32 bytes contain the room name.
50816 DEFM " Entrance to Hades " Room name
The next 54 bytes contain the attributes and graphic data for the tiles used to build the room.
background06 floor06 wall06 nasty06 ramp06 conveyor06
50848 DEFB 52,0,0,0,0,0,0,0,0 Background
50857 DEFB 163,160,20,130,80,10,65,40,5 Floor
50866 DEFB 99,187,187,56,187,187,187,131,187 Wall
50875 DEFB 50,191,92,88,48,40,88,72,48 Nasty
50884 DEFB 7,64,64,16,16,4,4,1,1 Ramp (unused)
50893 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.
50902 DEFB 0,0,0,0 Conveyor direction (left), location (x=0, y=0) and length (0)
50906 DEFB 0,199,95,0 Ramp direction (left), location (x=7, y=14) and length (0)
The next byte specifies the border colour.
50910 DEFB 2 Border colour
50911 DEFB 0,0 Unused
The next 8 bytes define the item graphic.
item06
50913 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.
50921 DEFB 14 Room to the left (Rescue Esmerelda)
50922 DEFB 5 Room to the right (The Security Guard)
50923 DEFB 0 Room above (The Off Licence)
50924 DEFB 0 Room below (The Off Licence)
50925 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.
50928 DEFB 16,130 Guardian no. 16 (vertical), base sprite 4, x=2 (41088)
50930 DEFB 17,164 Guardian no. 17 (vertical), base sprite 5, x=4 (41096)
50932 DEFB 18,195 Guardian no. 18 (vertical), base sprite 6, x=3 (41104)
50934 DEFB 255,0 Terminator (41976)
50936 DEFB 0,0 Nothing (40960)
50938 DEFB 0,0 Nothing (40960)
50940 DEFB 0,0 Nothing (40960)
50942 DEFB 0,0 Nothing (40960)
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