| Data

54784: Room 22: To the Kitchens Main Stairway (teleport: 2359)

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.
54784 | DEFB 0,0,128,0,0,0,0,0 | Room layout
54792 | DEFB 0,0,128,0,0,0,0,0
54800 | DEFB 0,0,128,0,0,0,0,0
54808 | DEFB 0,0,0,0,0,0,3,0
54816 | DEFB 0,0,0,0,0,0,0,0
54824 | DEFB 0,1,149,85,85,80,0,85
54832 | DEFB 0,0,128,0,0,0,0,0
54840 | DEFB 0,0,128,0,0,0,0,0
54848 | DEFB 165,85,133,0,0,0,0,0
54856 | DEFB 160,0,128,0,0,0,85,64
54864 | DEFB 160,0,128,0,1,64,0,0
54872 | DEFB 0,0,0,0,0,0,0,0
54880 | DEFB 0,0,0,0,0,0,0,0
54888 | DEFB 0,0,0,0,0,0,0,0
54896 | DEFB 170,170,170,170,170,170,170,170
54904 | DEFB 170,170,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
54912 | DEFM "To the Kitchens Main Stairway" | 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.
54944 | DEFB 8,0,0,0,0,0,0,0,0 | Background
54953 | DEFB 13,255,255,0,255,0,0,0,0 | Floor
54962 | DEFB 58,0,21,191,21,0,81,251,81 | Wall
54971 | DEFB 77,24,90,189,25,126,153,36,36 | Nasty
54980 | DEFB 15,192,128,48,32,12,8,3,2 | Ramp
54989 | DEFB 107,240,170,120,255,170,85,170,85 | Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
54998 | DEFB 0 | Direction (left)
54999 | DEFW 24334 | Location in the attribute buffer at 24064: (8,14)
55001 | DEFB 2 | Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
55002 | DEFB 0 | Direction (up to the left)
55003 | DEFW 24447 | Location in the attribute buffer at 24064: (11,31)
55005 | DEFB 12 | Length
The next byte is copied to 32990 and specifies the border colour.
55006 | DEFB 4 | Border colour
The next two bytes are copied to 32991, but are not used.
55007 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
55009 | DEFB 64,160,240,248,252,122,37,2 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
55017 | DEFB 23 | Room to the left (The Kitchen)
55018 | DEFB 21 | Room to the right (Ballroom West)
55019 | DEFB 28 | Room above (First Landing)
55020 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
55021 | 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.
55024 | DEFB 90,4 | Guardian no. 90 (horizontal), base sprite 0, initial x=4 (41680)
55026 | DEFB 91,16 | Guardian no. 91 (horizontal), base sprite 0, initial x=16 (41688)
55028 | DEFB 92,150 | Guardian no. 92 (horizontal), base sprite 4, initial x=22 (41696)
55030 | DEFB 93,4 | Guardian no. 93 (horizontal), base sprite 0, initial x=4 (41704)
55032 | DEFB 94,150 | Guardian no. 94 (horizontal), base sprite 4, initial x=22 (41712)
55034 | DEFB 95,11 | Guardian no. 95 (horizontal), base sprite 0, initial x=11 (41720)
55036 | DEFB 255,0 | Terminator (41976)
55038 | DEFB 0,0 | Nothing (40960)