| Data

53504: Room 17: Up on the Battlements (teleport: 159)

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.
53504 | DEFB 0,0,0,0,0,0,0,0 | Room layout
53512 | DEFB 0,0,0,0,0,0,0,0
53520 | DEFB 0,0,0,0,0,0,0,0
53528 | DEFB 0,0,0,0,0,0,0,0
53536 | DEFB 0,0,0,0,0,0,0,0
53544 | DEFB 0,0,0,0,0,0,0,0
53552 | DEFB 0,0,0,0,0,0,0,0
53560 | DEFB 0,0,0,0,0,0,0,0
53568 | DEFB 0,0,0,0,0,0,0,0
53576 | DEFB 170,66,164,42,164,42,66,170
53584 | DEFB 170,194,172,42,172,42,194,170
53592 | DEFB 170,194,172,42,172,42,194,170
53600 | DEFB 170,194,172,42,172,42,194,170
53608 | DEFB 170,194,172,42,172,42,194,170
53616 | DEFB 170,194,172,42,172,42,194,170
53624 | DEFB 170,170,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
53632 | DEFM " Up on the Battlements " | 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.
53664 | DEFB 0,0,0,0,0,0,0,0,0 | Background
53673 | DEFB 4,128,192,224,176,144,148,214,119 | Floor
53682 | DEFB 14,0,127,127,99,107,99,127,127 | Wall
53691 | DEFB 32,74,42,26,72,108,106,41,136 | Nasty
53700 | DEFB 4,0,0,0,0,0,0,0,0 | Ramp (unused)
53709 | DEFB 66,40,170,10,0,85,85,85,255 | Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
53718 | DEFB 0 | Direction (left)
53719 | DEFW 24365 | Location in the attribute buffer at 24064: (9,13)
53721 | DEFB 5 | Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
53722 | DEFB 0 | Direction (up to the left)
53723 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
53725 | DEFB 0 | Length: 0 (there is no ramp in this room)
The next byte is copied to 32990 and specifies the border colour.
53726 | DEFB 1 | Border colour
The next two bytes are copied to 32991, but are not used.
53727 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
53729 | DEFB 24,36,24,44,94,94,231,102 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
53737 | DEFB 18 | Room to the left (On the Roof)
53738 | DEFB 16 | Room to the right (We must perform a Quirkafleeg)
53739 | DEFB 0 | Room above (The Off Licence)
53740 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
53741 | 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.
53744 | DEFB 2,133 | Guardian no. 2 (vertical), base sprite 4, x=5 (40976)
53746 | DEFB 3,139 | Guardian no. 3 (vertical), base sprite 4, x=11 (40984)
53748 | DEFB 4,147 | Guardian no. 4 (vertical), base sprite 4, x=19 (40992)
53750 | DEFB 5,153 | Guardian no. 5 (vertical), base sprite 4, x=25 (41000)
53752 | DEFB 69,132 | Arrow flying right to left at pixel y-coordinate 66 (41512)
53754 | DEFB 255,0 | Terminator (41976)
53756 | DEFB 0,0 | Nothing (40960)
53758 | DEFB 0,0 | Nothing (40960)