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64512: Room 60: The Bow (teleport: 34569)
Used by the routine at 35068.
the_bow
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
64512 DEFB 0,0,0,0,0,0,0,0 Room layout
64520 DEFB 0,0,0,0,0,0,0,0
64528 DEFB 0,0,0,0,0,0,0,0
64536 DEFB 0,0,0,0,0,0,0,0
64544 DEFB 0,0,0,0,0,0,0,0
64552 DEFB 0,0,0,0,0,1,85,85
64560 DEFB 0,0,0,0,0,0,128,0
64568 DEFB 0,0,0,0,4,0,128,0
64576 DEFB 0,0,0,0,0,0,144,0
64584 DEFB 0,0,0,0,0,0,128,0
64592 DEFB 0,0,0,21,85,85,85,85
64600 DEFB 0,0,0,0,0,0,0,0
64608 DEFB 0,0,0,0,0,0,0,0
64616 DEFB 0,0,0,0,0,0,0,0
64624 DEFB 0,0,0,0,0,0,0,0
64632 DEFB 255,255,255,255,192,0,0,0
The next 32 bytes contain the room name.
64640 DEFM " The Bow " Room name
The next 54 bytes contain the attributes and graphic data for the tiles used to build the room.
background60 floor60 wall60 nasty60 ramp60 conveyor60
64672 DEFB 0,0,0,0,0,0,0,0,0 Background
64681 DEFB 68,255,170,85,255,0,0,0,0 Floor
64690 DEFB 61,201,201,201,201,201,201,201,201 Wall
64699 DEFB 79,64,130,82,0,0,0,0,0 Nasty
64708 DEFB 7,128,64,32,16,8,4,2,1 Ramp
64717 DEFB 14,255,170,170,0,170,255,0,0 Conveyor
The next 8 bytes define the direction, location and length of the conveyor and ramp.
64726 DEFB 1,241,95,15 Conveyor direction (right), location (x=17, y=15) and length (15)
64730 DEFB 0,208,95,6 Ramp direction (left), location (x=16, y=14) and length (6)
The next byte specifies the border colour.
64734 DEFB 5 Border colour
64735 DEFB 0,0 Unused
The next 8 bytes define the item graphic.
item60
64737 DEFB 72,57,38,218,91,100,156,18 Item graphic
The next 4 bytes specify the rooms to the left, to the right, above and below.
64745 DEFB 0 Room to the left (The Off Licence)
64746 DEFB 59 Room to the right (The Yacht)
64747 DEFB 0 Room above (The Off Licence)
64748 DEFB 0 Room below (The Off Licence)
64749 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.
64752 DEFB 105,23 Guardian no. 105 (horizontal), base sprite 0, initial x=23 (41800)
64754 DEFB 110,20 Guardian no. 110 (horizontal), base sprite 0, initial x=20 (41840)
64756 DEFB 255,0 Terminator (41976)
64758 DEFB 0,0 Nothing (40960)
64760 DEFB 0,0 Nothing (40960)
64762 DEFB 0,0 Nothing (40960)
64764 DEFB 0,0 Nothing (40960)
64766 DEFB 0,0 Nothing (40960)
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