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Data |
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Used by the routine at 35090.
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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| 52992 | DEFB 0,0,0,0,0,0,0,0 | Room layout | |||||||
| 53000 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 53008 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 53016 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 53024 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 53032 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 53040 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 53048 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 53056 | DEFB 0,0,0,0,0,0,0,0 | ||||||||
| 53064 | DEFB 170,66,164,42,164,42,66,170 | ||||||||
| 53072 | DEFB 170,194,172,42,172,42,194,170 | ||||||||
| 53080 | DEFB 170,194,172,42,172,42,194,170 | ||||||||
| 53088 | DEFB 170,194,172,42,172,42,194,170 | ||||||||
| 53096 | DEFB 170,194,172,42,172,42,194,170 | ||||||||
| 53104 | DEFB 170,194,172,42,172,42,194,170 | ||||||||
| 53112 | DEFB 170,170,170,170,170,170,170,170 | ||||||||
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The next 32 bytes are copied to 32896 and specify the room name.
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| 53120 | DEFM "I'm sure I've seen this before.." | 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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| 53152 | DEFB 8,0,0,0,0,0,0,0,0 | Background | |||||||
| 53161 | DEFB 12,128,64,32,80,72,84,82,85 | Floor | |||||||
| 53170 | DEFB 83,102,102,102,0,102,102,102,102 | Wall | |||||||
| 53179 | DEFB 76,81,85,84,85,21,85,69,85 | Nasty | |||||||
| 53188 | DEFB 12,0,0,0,0,0,0,0,0 | Ramp (unused) | |||||||
| 53197 | DEFB 255,0,0,0,0,0,0,0,0 | Conveyor (unused) | |||||||
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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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| 53206 | DEFB 0 | Direction (left) | |||||||
| 53207 | DEFW 0 | Location in the attribute buffer at 24064 (unused) | |||||||
| 53209 | DEFB 0 | Length: 0 (there is no conveyor in this room) | |||||||
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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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| 53210 | DEFB 0 | Direction (up to the left) | |||||||
| 53211 | DEFW 0 | Location in the attribute buffer at 24064 (unused) | |||||||
| 53213 | DEFB 0 | Length: 0 (there is no ramp in this room) | |||||||
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The next byte is copied to 32990 and specifies the border colour.
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| 53214 | DEFB 3 | Border colour | |||||||
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The next two bytes are copied to 32991, but are not used.
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| 53215 | 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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| 53217 | DEFB 24,36,24,44,94,94,231,102 | Item graphic | |||||||
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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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| 53225 | DEFB 16 | Room to the left (We must perform a Quirkafleeg) | |||||||
| 53226 | DEFB 14 | Room to the right (Rescue Esmerelda) | |||||||
| 53227 | DEFB 0 | Room above (The Off Licence) | |||||||
| 53228 | DEFB 0 | Room below (The Off Licence) | |||||||
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The next three bytes are copied to 33005, but are not used.
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| 53229 | 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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| 53232 | DEFB 4,133 | Guardian no. 4 (vertical), base sprite 4, x=5 (40992) | |||||||
| 53234 | DEFB 3,139 | Guardian no. 3 (vertical), base sprite 4, x=11 (40984) | |||||||
| 53236 | DEFB 5,147 | Guardian no. 5 (vertical), base sprite 4, x=19 (41000) | |||||||
| 53238 | DEFB 2,153 | Guardian no. 2 (vertical), base sprite 4, x=25 (40976) | |||||||
| 53240 | DEFB 13,6 | Guardian no. 13 (horizontal), base sprite 0, initial x=6 (41064) | |||||||
| 53242 | DEFB 69,100 | Arrow flying right to left at pixel y-coordinate 50 (41512) | |||||||
| 53244 | DEFB 60,84 | Arrow flying left to right at pixel y-coordinate 42 (41440) | |||||||
| 53246 | DEFB 255,0 | Terminator (41976) | |||||||
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