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52480: Room 13: Out on a limb (teleport: 1349)
Used by the routine at 35068.
out_on_a_limb
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
52480 DEFB 0,0,0,0,0,0,0,0 Room layout
52488 DEFB 0,0,0,0,0,0,0,0
52496 DEFB 0,0,0,0,0,0,0,0
52504 DEFB 0,0,0,0,0,0,0,0
52512 DEFB 0,0,0,0,0,0,0,0
52520 DEFB 0,0,0,4,0,0,0,0
52528 DEFB 0,16,0,0,4,1,0,0
52536 DEFB 0,0,4,0,0,0,0,0
52544 DEFB 0,0,0,0,0,0,16,0
52552 DEFB 0,0,0,1,0,64,0,0
52560 DEFB 4,0,0,4,64,0,0,0
52568 DEFB 0,4,0,1,16,0,0,0
52576 DEFB 0,0,1,0,74,170,170,170
52584 DEFB 1,0,0,0,0,127,255,0
52592 DEFB 0,0,64,0,64,31,252,0
52600 DEFB 0,0,0,64,0,1,80,0
The next 32 bytes contain the room name.
52608 DEFM " Out on a limb " Room name
The next 54 bytes contain the attributes and graphic data for the tiles used to build the room.
background13 floor13 wall13 nasty13 ramp13 conveyor13
52640 DEFB 0,0,0,0,0,0,0,0,0 Background
52649 DEFB 4,1,30,6,122,26,232,104,160 Floor
52658 DEFB 66,7,255,252,56,24,16,32,0 Wall
52667 DEFB 2,1,129,6,88,32,64,136,130 Nasty
52676 DEFB 4,0,0,0,0,0,0,0,0 Ramp (unused)
52685 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.
52694 DEFB 0,0,0,0 Conveyor direction (left), location (x=0, y=0) and length (0)
52698 DEFB 1,0,0,0 Ramp direction (right), location (x=0, y=0) and length (0)
The next byte specifies the border colour.
52702 DEFB 5 Border colour
52703 DEFB 0,0 Unused
The next 8 bytes define the item graphic.
item13
52705 DEFB 96,184,190,93,90,53,42,21 Item graphic
The next 4 bytes specify the rooms to the left, to the right, above and below.
52713 DEFB 10 Room to the left (The Front Door)
52714 DEFB 12 Room to the right (Tree Top)
52715 DEFB 0 Room above (The Off Licence)
52716 DEFB 9 Room below (On a Branch Over the Drive)
52717 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.
52720 DEFB 45,76 Guardian no. 45 (vertical), base sprite 2, x=12 (41320)
52722 DEFB 25,19 Guardian no. 25 (horizontal), base sprite 0, initial x=19 (41160)
52724 DEFB 88,20 Guardian no. 88 (horizontal), base sprite 0, initial x=20 (41664)
52726 DEFB 255,0 Terminator (41976)
52728 DEFB 0,0 Nothing (40960)
52730 DEFB 0,0 Nothing (40960)
52732 DEFB 0,0 Nothing (40960)
52734 DEFB 0,0 Nothing (40960)
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