| Data

49920: Room 3: At the Foot of the MegaTree (teleport: 129)

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.
49920 | DEFB 48,195,8,0,8,0,0,0 | Room layout
49928 | DEFB 48,195,8,0,10,170,170,170
49936 | DEFB 48,195,8,0,8,0,0,0
49944 | DEFB 48,195,8,1,88,0,0,0
49952 | DEFB 48,195,9,0,10,170,170,170
49960 | DEFB 48,195,8,20,0,0,0,0
49968 | DEFB 48,195,8,0,0,0,0,0
49976 | DEFB 48,195,9,0,26,170,170,170
49984 | DEFB 48,195,8,0,8,0,0,0
49992 | DEFB 48,195,8,0,88,0,0,0
50000 | DEFB 48,3,9,64,8,0,0,0
50008 | DEFB 0,0,8,0,8,0,0,0
50016 | DEFB 0,0,8,0,8,0,0,0
50024 | DEFB 0,0,0,0,80,0,0,0
50032 | DEFB 0,0,0,0,0,0,0,0
50040 | DEFB 85,85,85,85,85,85,85,85
The next 32 bytes are copied to 32896 and specify the room name.
50048 | DEFM " At the Foot of the MegaTree " | 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.
50080 | DEFB 0,0,0,0,0,0,0,0,0 | Background
50089 | DEFB 4,240,249,191,31,12,16,40,68 | Floor
50098 | DEFB 22,171,171,173,170,170,174,85,85 | Wall
50107 | DEFB 6,110,116,56,30,110,116,56,30 | Nasty
50116 | DEFB 7,192,0,48,0,12,0,3,0 | Ramp
50125 | DEFB 255,0,0,0,0,0,0,0,0 | Conveyor (unused)
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
50134 | DEFB 0 | Direction (left)
50135 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
50137 | DEFB 0 | Length: 0 (there is no conveyor in this room)
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
50138 | DEFB 0 | Direction (up to the left)
50139 | DEFW 24463 | Location in the attribute buffer at 24064: (12,15)
50141 | DEFB 3 | Length
The next byte is copied to 32990 and specifies the border colour.
50142 | DEFB 2 | Border colour
The next two bytes are copied to 32991, but are not used.
50143 | DEFB 192,160 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
50145 | DEFB 64,160,92,34,33,34,20,8 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
50153 | DEFB 4 | Room to the left (The Drive)
50154 | DEFB 2 | Room to the right (Under the MegaTree)
50155 | DEFB 8 | Room above (Inside the MegaTrunk)
50156 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
50157 | 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.
50160 | DEFB 6,2 | Guardian no. 6 (vertical), base sprite 0, x=2 (41008)
50162 | DEFB 7,5 | Guardian no. 7 (vertical), base sprite 0, x=5 (41016)
50164 | DEFB 8,8 | Guardian no. 8 (vertical), base sprite 0, x=8 (41024)
50166 | DEFB 53,9 | Guardian no. 53 (horizontal), base sprite 0, initial x=9 (41384)
50168 | DEFB 255,0 | Terminator (41976)
50170 | DEFB 0,0 | Nothing (40960)
50172 | DEFB 0,0 | Nothing (40960)
50174 | DEFB 0,0 | Nothing (40960)