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60416: Room 44: On top of the house (teleport: 3469)
Used by the routine at 35068.
on_top_of_the_house
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
60416 DEFB 0,0,0,0,0,0,0,0 Room layout
60424 DEFB 0,0,0,0,0,0,0,0
60432 DEFB 0,0,0,0,0,0,0,0
60440 DEFB 0,0,0,0,0,0,0,0
60448 DEFB 0,0,0,0,0,0,0,0
60456 DEFB 146,0,0,0,4,0,0,0
60464 DEFB 144,0,0,0,16,0,0,0
60472 DEFB 144,0,0,0,64,0,0,0
60480 DEFB 146,0,0,1,0,0,0,0
60488 DEFB 146,128,0,4,0,0,0,0
60496 DEFB 146,160,130,16,0,0,0,0
60504 DEFB 146,170,170,64,0,0,0,0
60512 DEFB 146,170,170,0,0,0,0,0
60520 DEFB 16,0,0,0,0,0,0,0
60528 DEFB 0,0,0,0,0,0,0,0
60536 DEFB 170,170,170,0,0,0,0,0
The next 32 bytes contain the room name.
60544 DEFM " On top of the house " Room name
The next 54 bytes contain the attributes and graphic data for the tiles used to build the room.
background44 floor44 wall44 nasty44 ramp44 conveyor44
60576 DEFB 8,0,0,0,0,0,0,0,0 Background
60585 DEFB 14,160,64,128,0,0,0,0,0 Floor
60594 DEFB 75,81,170,0,170,21,170,0,170 Wall
60603 DEFB 255,0,0,0,0,0,0,0,0 Nasty (unused)
60612 DEFB 15,1,3,6,13,26,52,104,208 Ramp
60621 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.
60630 DEFB 0,0,0,0 Conveyor direction (left), location (x=0, y=0) and length (0)
60634 DEFB 1,76,95,6 Ramp direction (right), location (x=12, y=10) and length (6)
The next byte specifies the border colour.
60638 DEFB 3 Border colour
60639 DEFB 0,0 Unused
The next 8 bytes define the item graphic.
item44
60641 DEFB 0,0,24,20,26,53,107,208 Item graphic
The next 4 bytes specify the rooms to the left, to the right, above and below.
60649 DEFB 14 Room to the left (Rescue Esmerelda)
60650 DEFB 0 Room to the right (The Off Licence)
60651 DEFB 0 Room above (The Off Licence)
60652 DEFB 38 Room below (Priests' Hole)
60653 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.
60656 DEFB 29,20 Guardian no. 29 (vertical), base sprite 0, x=20 (41192)
60658 DEFB 255,0 Terminator (41976)
60660 DEFB 0,0 Nothing (40960)
60662 DEFB 0,0 Nothing (40960)
60664 DEFB 0,0 Nothing (40960)
60666 DEFB 0,0 Nothing (40960)
60668 DEFB 0,0 Nothing (40960)
60670 DEFB 0,0 Nothing (40960)
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