| Data

49664: Room 2: Under the MegaTree (teleport: 29)

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.
49664 | DEFB 0,3,255,207,252,0,0,0 | Room layout
49672 | DEFB 170,170,175,255,63,0,0,0
49680 | DEFB 0,0,63,208,92,0,0,0
49688 | DEFB 0,0,0,0,0,0,0,0
49696 | DEFB 170,128,0,0,0,0,0,0
49704 | DEFB 0,1,64,4,0,4,0,0
49712 | DEFB 0,0,1,0,4,0,0,0
49720 | DEFB 170,168,0,0,0,1,0,0
49728 | DEFB 0,0,20,16,16,0,0,0
49736 | DEFB 0,0,0,0,0,0,0,0
49744 | DEFB 0,0,0,0,0,0,0,0
49752 | DEFB 0,0,0,0,0,0,0,0
49760 | DEFB 0,0,0,0,0,0,0,0
49768 | DEFB 0,0,0,0,0,0,0,0
49776 | DEFB 0,0,0,0,0,0,0,0
49784 | DEFB 85,85,85,85,85,85,85,85
The next 32 bytes are copied to 32896 and specify the room name.
49792 | DEFM " Under 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.
49824 | DEFB 0,0,0,0,0,0,0,0,0 | Background
49833 | DEFB 68,215,179,117,109,92,24,8,4 | Floor
49842 | DEFB 66,189,170,93,162,243,10,6,1 | Wall
49851 | DEFB 70,73,106,59,58,252,30,107,232 | Nasty
49860 | DEFB 255,0,0,0,255,0,0,0,0 | Ramp (unused)
49869 | 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.
49878 | DEFB 0 | Direction (left)
49879 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
49881 | 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.
49882 | DEFB 0 | Direction (up to the left)
49883 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
49885 | DEFB 0 | Length: 0 (there is no ramp in this room)
The next byte is copied to 32990 and specifies the border colour.
49886 | DEFB 6 | Border colour
The next two bytes are copied to 32991, but are not used.
49887 | DEFB 128,160 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
49889 | DEFB 129,66,36,24,60,24,60,195 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
49897 | DEFB 3 | Room to the left (At the Foot of the MegaTree)
49898 | DEFB 1 | Room to the right (The Bridge)
49899 | DEFB 0 | Room above (The Off Licence)
49900 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
49901 | 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.
49904 | DEFB 32,16 | Guardian no. 32 (horizontal), base sprite 0, initial x=16 (41216)
49906 | DEFB 42,14 | Guardian no. 42 (vertical), base sprite 0, x=14 (41296)
49908 | DEFB 26,27 | Guardian no. 26 (horizontal), base sprite 0, initial x=27 (41168)
49910 | DEFB 255,0 | Terminator (41976)
49912 | DEFB 0,0 | Nothing (40960)
49914 | DEFB 0,0 | Nothing (40960)
49916 | DEFB 0,0 | Nothing (40960)
49918 | DEFB 0,0 | Nothing (40960)