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58880: Room 38: Priests' Hole (teleport: 2369)
Used by the routine at 35068.
priests'_hole
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
58880 DEFB 160,0,10,0,0,0,0,0 Room layout
58888 DEFB 160,0,10,0,0,0,0,0
58896 DEFB 160,0,10,0,0,0,0,0
58904 DEFB 0,0,10,0,0,0,0,0
58912 DEFB 0,0,10,0,0,0,0,0
58920 DEFB 165,0,90,0,0,0,0,0
58928 DEFB 160,0,10,0,0,0,0,0
58936 DEFB 161,0,10,0,0,0,0,0
58944 DEFB 160,0,74,0,0,0,0,0
58952 DEFB 160,0,10,0,0,0,0,0
58960 DEFB 161,0,0,0,0,0,0,0
58968 DEFB 160,0,0,0,0,0,0,0
58976 DEFB 160,0,90,0,0,0,0,0
58984 DEFB 160,0,10,0,0,0,0,0
58992 DEFB 160,64,10,0,0,0,0,0
59000 DEFB 160,1,10,0,0,0,0,0
The next 32 bytes contain the room name.
59008 DEFM " Priests' Hole " Room name
The next 54 bytes contain the attributes and graphic data for the tiles used to build the room.
background38 floor38 wall38 nasty38 ramp38 conveyor38
59040 DEFB 0,0,0,0,0,0,0,0,0 Background
59049 DEFB 6,85,85,93,215,112,0,0,0 Floor
59058 DEFB 42,34,17,68,136,34,17,68,136 Wall
59067 DEFB 255,0,0,0,0,0,0,0,0 Nasty (unused)
59076 DEFB 255,0,0,0,0,0,0,0,0 Ramp (unused)
59085 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.
59094 DEFB 0,0,0,0 Conveyor direction (left), location (x=0, y=0) and length (0)
59098 DEFB 0,0,0,0 Ramp direction (left), location (x=0, y=0) and length (0)
The next byte specifies the border colour.
59102 DEFB 2 Border colour
59103 DEFB 0,0 Unused
The next 8 bytes define the item graphic.
item38
59105 DEFB 191,191,187,177,187,187,191,191 Item graphic
The next 4 bytes specify the rooms to the left, to the right, above and below.
59113 DEFB 39 Room to the left (Emergency Generator)
59114 DEFB 0 Room to the right (The Off Licence)
59115 DEFB 60 Room above (The Bow)
59116 DEFB 32 Room below (Halfway up the East Wall)
59117 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.
59120 DEFB 16,132 Guardian no. 16 (vertical), base sprite 4, x=4 (41088)
59122 DEFB 17,166 Guardian no. 17 (vertical), base sprite 5, x=6 (41096)
59124 DEFB 18,197 Guardian no. 18 (vertical), base sprite 6, x=5 (41104)
59126 DEFB 37,22 Guardian no. 37 (horizontal), base sprite 0, initial x=22 (41256)
59128 DEFB 255,0 Terminator (41976)
59130 DEFB 0,0 Nothing (40960)
59132 DEFB 0,0 Nothing (40960)
59134 DEFB 0,0 Nothing (40960)
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