| Data

51712: Room 10: The Front Door (teleport: 249)

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.
51712 | DEFB 0,0,0,0,0,0,0,0 | Room layout
51720 | DEFB 0,0,0,0,0,0,0,0
51728 | DEFB 0,0,0,0,0,0,0,0
51736 | DEFB 0,0,0,0,0,0,0,0
51744 | DEFB 0,0,0,0,0,0,0,0
51752 | DEFB 170,170,170,0,0,0,0,0
51760 | DEFB 0,0,0,0,0,0,0,0
51768 | DEFB 0,0,0,0,0,0,0,0
51776 | DEFB 0,0,0,0,0,0,0,0
51784 | DEFB 0,0,0,0,0,0,0,0
51792 | DEFB 0,0,0,0,0,0,0,0
51800 | DEFB 0,0,0,0,0,0,0,0
51808 | DEFB 0,0,0,0,0,0,0,0
51816 | DEFB 0,0,0,0,0,0,0,0
51824 | DEFB 64,0,0,0,0,0,0,0
51832 | DEFB 160,0,0,0,0,0,0,0
The next 32 bytes are copied to 32896 and specify the room name.
51840 | DEFM " The Front Door " | 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.
51872 | DEFB 40,0,0,0,0,0,0,0,0 | Background
51881 | DEFB 71,255,170,119,170,119,170,85,170 | Floor
51890 | DEFB 58,32,16,14,193,48,9,198,32 | Wall
51899 | DEFB 255,0,0,0,0,0,0,0,0 | Nasty (unused)
51908 | DEFB 47,192,64,176,80,172,84,171,85 | Ramp
51917 | 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.
51926 | DEFB 0 | Direction (left)
51927 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
51929 | 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.
51930 | DEFB 0 | Direction (up to the left)
51931 | DEFW 24546 | Location in the attribute buffer at 24064: (15,2)
51933 | DEFB 2 | Length
The next byte is copied to 32990 and specifies the border colour.
51934 | DEFB 2 | Border colour
The next two bytes are copied to 32991, but are not used.
51935 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
51937 | DEFB 12,28,28,30,27,63,120,255 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
51945 | DEFB 11 | Room to the left (The Hall)
51946 | DEFB 9 | Room to the right (On a Branch Over the Drive)
51947 | DEFB 0 | Room above (The Off Licence)
51948 | DEFB 5 | Room below (The Security Guard)
The next three bytes are copied to 33005, but are not used.
51949 | 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.
51952 | DEFB 255,0 | Terminator (41976)
51954 | DEFB 0,0 | Nothing (40960)
51956 | DEFB 0,0 | Nothing (40960)
51958 | DEFB 0,0 | Nothing (40960)
51960 | DEFB 0,0 | Nothing (40960)
51962 | DEFB 0,0 | Nothing (40960)
51964 | DEFB 0,0 | Nothing (40960)
51966 | DEFB 0,0 | Nothing (40960)