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53760: Room 18: On the Roof (teleport: 259)
Used by the routine at 35068.
on_the_roof
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
53760 DEFB 0,0,0,0,0,0,0,0 Room layout
53768 DEFB 0,0,0,0,0,0,0,0
53776 DEFB 0,0,0,0,0,0,0,0
53784 DEFB 0,0,0,0,0,0,0,0
53792 DEFB 0,0,0,0,0,0,0,0
53800 DEFB 0,0,0,0,0,0,0,0
53808 DEFB 0,0,0,0,0,0,0,0
53816 DEFB 0,0,0,0,0,0,10,64
53824 DEFB 0,0,0,0,0,0,10,208
53832 DEFB 170,64,0,0,0,0,10,170
53840 DEFB 170,192,0,0,0,0,10,170
53848 DEFB 170,192,0,0,0,0,10,170
53856 DEFB 170,144,0,0,0,0,10,170
53864 DEFB 170,176,0,0,0,0,10,170
53872 DEFB 170,176,10,64,0,0,10,170
53880 DEFB 170,170,170,170,170,170,170,170
The next 32 bytes contain the room name.
53888 DEFM " On the Roof " Room name
The next 54 bytes contain the attributes and graphic data for the tiles used to build the room.
background18 floor18 wall18 nasty18 ramp18 conveyor18
53920 DEFB 68,0,0,0,0,0,0,0,0 Background
53929 DEFB 7,128,192,224,208,88,156,222,205 Floor
53938 DEFB 38,17,248,7,8,240,15,208,63 Wall
53947 DEFB 70,85,153,221,204,85,153,221,204 Nasty
53956 DEFB 7,0,0,0,0,0,0,0,0 Ramp (unused)
53965 DEFB 10,240,240,240,255,255,0,0,255 Conveyor
The next 8 bytes define the direction, location and length of the conveyor and ramp.
53974 DEFB 1,238,95,8 Conveyor direction (right), location (x=14, y=15) and length (8)
53978 DEFB 0,0,0,0 Ramp direction (left), location (x=0, y=0) and length (0)
The next byte specifies the border colour.
53982 DEFB 2 Border colour
53983 DEFB 0,0 Unused
The next 8 bytes define the item graphic.
item18
53985 DEFB 1,2,5,10,84,40,48,72 Item graphic
The next 4 bytes specify the rooms to the left, to the right, above and below.
53993 DEFB 48 Room to the left (Nomen Luni)
53994 DEFB 17 Room to the right (Up on the Battlements)
53995 DEFB 18 Room above (On the Roof)
53996 DEFB 0 Room below (The Off Licence)
53997 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.
54000 DEFB 34,22 Guardian no. 34 (horizontal), base sprite 0, initial x=22 (41232)
54002 DEFB 1,16 Rope at x=16 (40968)
54004 DEFB 255,0 Terminator (41976)
54006 DEFB 0,0 Nothing (40960)
54008 DEFB 0,0 Nothing (40960)
54010 DEFB 0,0 Nothing (40960)
54012 DEFB 0,0 Nothing (40960)
54014 DEFB 0,0 Nothing (40960)
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