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55040: Room 23: The Kitchen (teleport: 12359)
Used by the routine at 35068.
the_kitchen
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
55040 DEFB 0,0,0,0,0,0,0,0 Room layout
55048 DEFB 0,0,0,0,0,0,0,0
55056 DEFB 0,0,0,0,0,0,0,0
55064 DEFB 0,0,0,0,0,0,0,0
55072 DEFB 0,0,0,0,0,0,0,0
55080 DEFB 84,21,65,80,0,0,0,0
55088 DEFB 0,0,0,0,0,0,0,0
55096 DEFB 0,0,0,0,4,0,0,0
55104 DEFB 84,21,64,0,0,0,0,42
55112 DEFB 0,0,1,80,0,0,0,170
55120 DEFB 0,0,0,0,0,0,2,170
55128 DEFB 0,0,0,0,0,0,0,0
55136 DEFB 84,21,65,80,0,0,0,0
55144 DEFB 0,0,0,0,21,0,0,0
55152 DEFB 0,0,0,0,0,2,170,170
55160 DEFB 170,170,170,170,170,170,170,170
The next 32 bytes contain the room name.
55168 DEFM " The Kitchen " Room name
The next 54 bytes contain the attributes and graphic data for the tiles used to build the room.
background23 floor23 wall23 nasty23 ramp23 conveyor23
55200 DEFB 0,0,0,0,0,0,0,0,0 Background
55209 DEFB 4,254,1,125,133,129,129,129,1 Floor
55218 DEFB 77,66,165,90,36,36,90,165,66 Wall
55227 DEFB 255,0,0,0,0,0,0,0,0 Nasty (unused)
55236 DEFB 71,3,0,12,0,48,0,192,0 Ramp
55245 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.
55254 DEFB 0,0,0,0 Conveyor direction (left), location (x=0, y=0) and length (0)
55258 DEFB 1,214,95,7 Ramp direction (right), location (x=22, y=14) and length (7)
The next byte specifies the border colour.
55262 DEFB 4 Border colour
55263 DEFB 0,0 Unused
The next 8 bytes define the item graphic.
item23
55265 DEFB 32,64,160,24,22,9,8,4 Item graphic (unused)
The next 4 bytes specify the rooms to the left, to the right, above and below.
55273 DEFB 24 Room to the left (West of Kitchen)
55274 DEFB 22 Room to the right (To the Kitchens    Main Stairway)
55275 DEFB 0 Room above (The Off Licence)
55276 DEFB 0 Room below (The Off Licence)
55277 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.
55280 DEFB 48,3 Guardian no. 48 (vertical), base sprite 0, x=3 (41344)
55282 DEFB 49,9 Guardian no. 49 (vertical), base sprite 0, x=9 (41352)
55284 DEFB 50,15 Guardian no. 50 (vertical), base sprite 0, x=15 (41360)
55286 DEFB 48,20 Guardian no. 48 (vertical), base sprite 0, x=20 (41344)
55288 DEFB 255,0 Terminator (41976)
55290 DEFB 0,0 Nothing (40960)
55292 DEFB 0,0 Nothing (40960)
55294 DEFB 0,0 Nothing (40960)
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