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Data |
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Used by the routine at 35068.
The first 128 bytes are copied to 32768 and 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.
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| 50432 | DEFB 128,0,0,0,0,0,0,0 | Room layout | |||||||
| 50440 | DEFB 160,0,0,0,0,0,0,0 | ||||||||
| 50448 | DEFB 168,0,0,0,0,0,0,0 | ||||||||
| 50456 | DEFB 170,0,0,0,0,0,0,0 | ||||||||
| 50464 | DEFB 170,128,0,0,0,0,0,0 | ||||||||
| 50472 | DEFB 170,160,0,0,0,0,0,0 | ||||||||
| 50480 | DEFB 168,0,0,0,0,0,0,0 | ||||||||
| 50488 | DEFB 168,0,0,0,0,0,0,0 | ||||||||
| 50496 | DEFB 168,21,84,16,65,84,21,85 | ||||||||
| 50504 | DEFB 168,42,168,32,130,168,42,170 | ||||||||
| 50512 | DEFB 0,0,168,32,130,168,42,170 | ||||||||
| 50520 | DEFB 0,0,168,32,130,168,40,0 | ||||||||
| 50528 | DEFB 0,0,168,32,130,168,40,0 | ||||||||
| 50536 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 50544 | DEFB 0,0,0,0,0,0,0,42 | ||||||||
| 50552 | DEFB 160,10,170,170,170,170,170,170 | ||||||||
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The next 32 bytes are copied to 32896 and specify the room name.
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| 50560 | DEFM " The Security Guard " | Room name | |||||||
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The next 54 bytes are copied to 32928 and contain the attributes and graphic data for the tiles used to build the room.
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| 50592 | DEFB 0,0,0,0,0,0,0,0,0 | Background | |||||||
| 50601 | DEFB 4,255,255,170,85,170,85,170,85 | Floor | |||||||
| 50610 | DEFB 13,14,198,149,176,54,134,192,237 | Wall | |||||||
| 50619 | DEFB 255,0,0,0,0,0,0,0,0 | Nasty (unused) | |||||||
| 50628 | DEFB 7,224,64,32,16,14,4,2,1 | Ramp | |||||||
| 50637 | DEFB 66,111,0,183,0,170,85,170,85 | Conveyor | |||||||
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The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
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| 50646 | DEFB 1 | Direction (right) | |||||||
| 50647 | DEFW 24509 | Location in the attribute buffer at 24064: (13,29) | |||||||
| 50649 | DEFB 3 | Length | |||||||
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The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
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| 50650 | DEFB 0 | Direction (up to the left) | |||||||
| 50651 | DEFW 24296 | Location in the attribute buffer at 24064: (7,8) | |||||||
| 50653 | DEFB 8 | Length | |||||||
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The next byte is copied to 32990 and specifies the border colour.
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| 50654 | DEFB 1 | Border colour | |||||||
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The next two bytes are copied to 32991, but are not used.
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| 50655 | DEFB 0,0 | Unused | |||||||
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The next eight bytes are copied to 32993 and define the item graphic.
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| 50657 | DEFB 0,0,0,0,0,0,0,0 | Item graphic (unused) | |||||||
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The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
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| 50665 | DEFB 19 | Room to the left (The Forgotten Abbey) | |||||||
| 50666 | DEFB 4 | Room to the right (The Drive) | |||||||
| 50667 | DEFB 10 | Room above (The Front Door) | |||||||
| 50668 | DEFB 6 | Room below (Entrance to Hades) | |||||||
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The next three bytes are copied to 33005, but are not used.
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| 50669 | DEFB 0,0,0 | Unused | |||||||
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The next eight pairs of bytes are copied to 33008 and specify the entities (ropes, arrows, guardians) in this room.
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| 50672 | DEFB 2,142 | Guardian no. 2 (vertical), base sprite 4, x=14 (40976) | |||||||
| 50674 | DEFB 3,139 | Guardian no. 3 (vertical), base sprite 4, x=11 (40984) | |||||||
| 50676 | DEFB 3,151 | Guardian no. 3 (vertical), base sprite 4, x=23 (40984) | |||||||
| 50678 | DEFB 4,145 | Guardian no. 4 (vertical), base sprite 4, x=17 (40992) | |||||||
| 50680 | DEFB 255,0 | Terminator (41976) | |||||||
| 50682 | DEFB 0,0 | Nothing (40960) | |||||||
| 50684 | DEFB 0,0 | Nothing (40960) | |||||||
| 50686 | DEFB 0,0 | Nothing (40960) | |||||||
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