| Data

61696: Room 49: The Wine Cellar (teleport: 1569)

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.
61696 | DEFB 0,0,0,0,0,12,2,170 | Room layout
61704 | DEFB 0,0,0,0,0,0,2,170
61712 | DEFB 85,64,0,0,0,0,2,170
61720 | DEFB 0,0,0,0,0,0,0,42
61728 | DEFB 0,0,0,0,0,0,0,42
61736 | DEFB 170,168,0,65,0,21,86,170
61744 | DEFB 170,0,0,0,0,0,0,42
61752 | DEFB 170,0,0,0,0,0,0,42
61760 | DEFB 170,168,0,65,0,85,86,170
61768 | DEFB 160,0,0,0,0,0,0,42
61776 | DEFB 160,0,0,0,0,0,0,42
61784 | DEFB 170,168,0,65,1,85,85,85
61792 | DEFB 170,0,0,195,3,0,0,0
61800 | DEFB 170,0,0,0,0,0,10,170
61808 | DEFB 170,168,0,0,0,0,42,170
61816 | DEFB 170,170,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
61824 | DEFM " The Wine Cellar " | Room name
The next 54 bytes are copied to 32928 and contain the attributes and graphic data for the tiles used to build the room. Note that because of a bug in the game engine, the conveyor tile is not drawn correctly (see the room image above).
61856 | DEFB 0,0,0,0,0,0,0,0,0 | Background
61865 | DEFB 66,255,24,231,16,199,56,0,0 | Floor
61874 | DEFB 41,10,65,40,5,160,20,130,80 | Wall
61883 | DEFB 70,36,36,36,90,219,189,195,126 | Nasty
61892 | DEFB 7,3,3,13,14,53,58,213,234 | Ramp
61901 | DEFB 13,170,85,170,85,170,85,170,85 | Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
61910 | DEFB 1 | Direction (right)
61911 | DEFW 24475 | Location in the attribute buffer at 24064: (12,27)
61913 | DEFB 5 | Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
61914 | DEFB 1 | Direction (up to the right)
61915 | DEFW 24536 | Location in the attribute buffer at 24064: (14,24)
61917 | DEFB 3 | Length
The next byte is copied to 32990 and specifies the border colour.
61918 | DEFB 4 | Border colour
The next two bytes are copied to 32991, but are not used.
61919 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
61921 | DEFB 0,25,249,31,0,25,255,31 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
61929 | DEFB 51 | Room to the left (Tool Shed)
61930 | DEFB 19 | Room to the right (The Forgotten Abbey)
61931 | DEFB 52 | Room above (Back Stairway)
61932 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
61933 | DEFB 0,0,0 | Unused
The next eight pairs of bytes are copied to 33008 and specify the entities (ropes, arrows, guardians) in this room.
61936 | DEFB 52,16 | Guardian no. 52 (horizontal), base sprite 0, initial x=16 (41376)
61938 | DEFB 64,25 | Guardian no. 64 (horizontal), base sprite 0, initial x=25 (41472)
61940 | DEFB 65,9 | Guardian no. 65 (horizontal), base sprite 0, initial x=9 (41480)
61942 | DEFB 66,19 | Guardian no. 66 (horizontal), base sprite 0, initial x=19 (41488)
61944 | DEFB 255,0 | Terminator (41976)
61946 | DEFB 0,0 | Nothing (40960)
61948 | DEFB 0,0 | Nothing (40960)
61950 | DEFB 0,0 | Nothing (40960)