| Data

60928: Room 46: Tree Root (teleport: 23469)

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.
60928 | DEFB 170,10,170,170,170,170,170,170 | Room layout
60936 | DEFB 170,10,170,170,170,170,170,170
60944 | DEFB 170,10,170,170,170,170,170,170
60952 | DEFB 170,10,160,170,170,170,170,170
60960 | DEFB 170,10,160,170,0,160,0,10
60968 | DEFB 170,10,160,170,0,160,0,10
60976 | DEFB 170,10,160,0,0,160,0,10
60984 | DEFB 170,10,160,0,0,160,0,10
60992 | DEFB 0,0,5,0,0,160,0,10
61000 | DEFB 0,0,0,0,0,0,0,10
61008 | DEFB 0,0,0,0,0,0,0,42
61016 | DEFB 0,0,0,1,85,85,64,170
61024 | DEFB 0,0,0,0,0,0,2,170
61032 | DEFB 0,0,0,0,0,0,10,170
61040 | DEFB 0,12,3,3,0,48,42,170
61048 | DEFB 170,170,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
61056 | DEFM " Tree Root " | 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.
61088 | DEFB 0,0,0,0,0,0,0,0,0 | Background
61097 | DEFB 6,255,255,0,0,0,0,0,0 | Floor
61106 | DEFB 10,102,153,36,36,119,136,141,114 | Wall
61115 | DEFB 2,28,42,95,125,190,254,210,124 | Nasty
61124 | DEFB 67,3,2,13,2,49,8,213,34 | Ramp
61133 | DEFB 4,238,170,56,255,255,16,16,56 | Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
61142 | DEFB 0 | Direction (left)
61143 | DEFW 24384 | Location in the attribute buffer at 24064: (10,0)
61145 | DEFB 13 | Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
61146 | DEFB 1 | Direction (up to the right)
61147 | DEFW 24536 | Location in the attribute buffer at 24064: (14,24)
61149 | DEFB 6 | Length
The next byte is copied to 32990 and specifies the border colour.
61150 | DEFB 1 | Border colour
The next two bytes are copied to 32991, but are not used.
61151 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
61153 | DEFB 2,29,34,94,190,124,56,16 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
61161 | DEFB 45 | Room to the left (Under the Drive)
61162 | DEFB 47 | Room to the right ([)
61163 | DEFB 3 | Room above (At the Foot of the MegaTree)
61164 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
61165 | 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.
61168 | DEFB 30,132 | Guardian no. 30 (vertical), base sprite 4, x=4 (41200)
61170 | DEFB 40,13 | Guardian no. 40 (vertical), base sprite 0, x=13 (41280)
61172 | DEFB 35,19 | Guardian no. 35 (horizontal), base sprite 0, initial x=19 (41240)
61174 | DEFB 31,89 | Guardian no. 31 (vertical), base sprite 2, x=25 (41208)
61176 | DEFB 255,0 | Terminator (41976)
61178 | DEFB 0,0 | Nothing (40960)
61180 | DEFB 0,0 | Nothing (40960)
61182 | DEFB 0,0 | Nothing (40960)