| Data

50176: Room 4: The Drive (teleport: 39)

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.
50176 | DEFB 0,0,0,0,0,0,0,0 | Room layout
50184 | DEFB 0,0,0,0,0,0,0,0
50192 | DEFB 0,0,0,0,0,0,0,0
50200 | DEFB 0,0,0,0,0,0,0,0
50208 | DEFB 0,0,0,0,0,0,0,0
50216 | DEFB 0,0,0,0,0,0,0,0
50224 | DEFB 0,0,0,0,0,0,0,0
50232 | DEFB 0,0,0,0,0,0,0,0
50240 | DEFB 84,0,0,0,0,0,0,0
50248 | DEFB 170,0,0,0,0,0,0,0
50256 | DEFB 170,128,0,0,0,0,0,0
50264 | DEFB 0,160,0,0,0,0,0,0
50272 | DEFB 0,168,0,0,0,0,0,0
50280 | DEFB 0,170,0,0,0,0,0,0
50288 | DEFB 160,170,128,0,0,0,0,0
50296 | DEFB 160,170,165,85,85,90,85,85
The next 32 bytes are copied to 32896 and specify the room name.
50304 | DEFM " The Drive " | 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.
50336 | DEFB 0,0,0,0,0,0,0,0,0 | Background
50345 | DEFB 6,170,85,170,255,255,85,170,85 | Floor
50354 | DEFB 13,112,7,119,119,0,59,11,125 | Wall
50363 | DEFB 68,20,42,20,9,106,156,8,8 | Nasty (unused)
50372 | DEFB 5,192,64,112,112,12,116,119,5 | Ramp
50381 | DEFB 66,123,0,237,0,170,85,170,85 | Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
50390 | DEFB 1 | Direction (right)
50391 | DEFW 24480 | Location in the attribute buffer at 24064: (13,0)
50393 | DEFB 2 | Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
50394 | DEFB 0 | Direction (up to the left)
50395 | DEFW 24521 | Location in the attribute buffer at 24064: (14,9)
50397 | DEFB 7 | Length
The next byte is copied to 32990 and specifies the border colour.
50398 | DEFB 3 | Border colour
The next two bytes are copied to 32991, but are not used.
50399 | DEFB 192,160 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
50401 | DEFB 0,0,0,0,0,0,0,0 | Item graphic (unused)
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
50409 | DEFB 5 | Room to the left (The Security Guard)
50410 | DEFB 3 | Room to the right (At the Foot of the MegaTree)
50411 | DEFB 6 | Room above (Entrance to Hades)
50412 | DEFB 45 | Room below (Under the Drive)
The next three bytes are copied to 33005, but are not used.
50413 | 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.
50416 | DEFB 21,18 | Guardian no. 21 (horizontal), base sprite 0, initial x=18 (41128)
50418 | DEFB 22,21 | Guardian no. 22 (horizontal), base sprite 0, initial x=21 (41136)
50420 | DEFB 23,8 | Guardian no. 23 (horizontal), base sprite 0, initial x=8 (41144)
50422 | DEFB 24,20 | Guardian no. 24 (horizontal), base sprite 0, initial x=20 (41152)
50424 | DEFB 36,143 | Guardian no. 36 (horizontal), base sprite 4, initial x=15 (41248)
50426 | DEFB 255,0 | Terminator (41976)
50428 | DEFB 0,0 | Nothing (40960)
50430 | DEFB 0,0 | Nothing (40960)