| Data

56576: Room 29: The Nightmare Room (teleport: 13459)

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.
56576 | DEFB 0,0,0,0,0,0,0,10 | Room layout
56584 | DEFB 0,0,0,0,0,0,0,10
56592 | DEFB 0,0,0,0,0,0,0,10
56600 | DEFB 0,0,0,0,0,0,0,10
56608 | DEFB 0,0,0,0,0,0,0,10
56616 | DEFB 0,0,4,0,64,4,0,10
56624 | DEFB 0,0,0,16,0,0,0,10
56632 | DEFB 0,1,0,0,1,0,0,10
56640 | DEFB 0,0,4,0,0,4,0,10
56648 | DEFB 0,0,0,16,0,0,0,10
56656 | DEFB 0,0,0,0,1,0,4,10
56664 | DEFB 0,0,4,0,0,4,0,10
56672 | DEFB 170,168,0,16,0,0,0,10
56680 | DEFB 170,170,0,0,0,0,0,0
56688 | DEFB 170,170,128,0,0,0,0,0
56696 | DEFB 170,170,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
56704 | DEFM " The Nightmare Room " | 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. Note that because of a bug in the game engine, the conveyor tile is not drawn correctly (see the room image above).
56736 | DEFB 0,0,0,0,0,0,0,0,0 | Background
56745 | DEFB 68,255,165,82,36,66,34,64,4 | Floor
56754 | DEFB 51,0,42,84,0,0,162,69,0 | Wall
56763 | DEFB 69,66,153,102,161,159,129,102,90 | Nasty (unused)
56772 | DEFB 7,128,192,160,240,248,92,186,2 | Ramp
56781 | DEFB 165,255,90,255,255,170,85,170,85 | Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
56790 | DEFB 0 | Direction (left)
56791 | DEFW 24315 | Location in the attribute buffer at 24064: (7,27)
56793 | DEFB 1 | Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
56794 | DEFB 0 | Direction (up to the left)
56795 | DEFW 24521 | Location in the attribute buffer at 24064: (14,9)
56797 | DEFB 3 | Length
The next byte is copied to 32990 and specifies the border colour.
56798 | DEFB 2 | Border colour
The next two bytes are copied to 32991, but are not used.
56799 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
56801 | DEFB 172,174,1,173,173,2,172,88 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
56809 | DEFB 30 | Room to the left (The Banyan Tree)
56810 | DEFB 28 | Room to the right (First Landing)
56811 | DEFB 0 | Room above (The Off Licence)
56812 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
56813 | 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.
56816 | DEFB 70,136 | Guardian no. 70 (vertical), base sprite 4, x=8 (41520)
56818 | DEFB 71,203 | Guardian no. 71 (vertical), base sprite 6, x=11 (41528)
56820 | DEFB 72,78 | Guardian no. 72 (vertical), base sprite 2, x=14 (41536)
56822 | DEFB 73,209 | Guardian no. 73 (vertical), base sprite 6, x=17 (41544)
56824 | DEFB 70,148 | Guardian no. 70 (vertical), base sprite 4, x=20 (41520)
56826 | DEFB 71,151 | Guardian no. 71 (vertical), base sprite 4, x=23 (41528)
56828 | DEFB 72,156 | Guardian no. 72 (vertical), base sprite 4, x=28 (41536)
56830 | DEFB 255,0 | Terminator (41976)