| Data

61952: Room 50: Watch Tower (teleport: 2569)

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.
61952 | DEFB 0,0,0,0,0,0,0,0 | Room layout
61960 | DEFB 0,0,0,0,0,0,0,0
61968 | DEFB 0,0,0,0,0,0,0,0
61976 | DEFB 0,0,0,0,0,0,0,0
61984 | DEFB 0,0,0,0,0,0,0,0
61992 | DEFB 0,0,0,0,0,0,0,0
62000 | DEFB 0,0,0,0,0,0,0,0
62008 | DEFB 0,0,0,0,0,0,0,0
62016 | DEFB 0,0,0,0,0,0,0,0
62024 | DEFB 0,8,0,0,0,0,32,0
62032 | DEFB 0,8,12,0,0,192,224,0
62040 | DEFB 0,10,170,160,26,170,160,0
62048 | DEFB 0,0,0,160,10,0,0,0
62056 | DEFB 0,0,0,165,10,0,0,0
62064 | DEFB 0,0,0,160,10,0,0,0
62072 | DEFB 0,0,0,160,90,0,0,0
The next 32 bytes are copied to 32896 and specify the room name.
62080 | DEFM " Watch Tower " | 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.
62112 | DEFB 8,0,0,0,0,0,0,0,0 | Background
62121 | DEFB 6,255,255,170,85,170,85,0,0 | Floor
62130 | DEFB 29,170,85,85,170,85,170,170,85 | Wall
62139 | DEFB 12,70,137,137,54,72,131,132,104 | Nasty
62148 | DEFB 15,1,2,4,8,16,32,64,128 | Ramp
62157 | DEFB 13,246,255,231,0,0,0,0,0 | Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
62166 | DEFB 1 | Direction (right)
62167 | DEFW 24204 | Location in the attribute buffer at 24064: (4,12)
62169 | DEFB 8 | Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
62170 | DEFB 1 | Direction (up to the right)
62171 | DEFW 24327 | Location in the attribute buffer at 24064: (8,7)
62173 | DEFB 5 | Length
The next byte is copied to 32990 and specifies the border colour.
62174 | DEFB 5 | Border colour
The next two bytes are copied to 32991, but are not used.
62175 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
62177 | DEFB 116,56,102,191,191,157,66,60 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
62185 | DEFB 0 | Room to the left (The Off Licence)
62186 | DEFB 0 | Room to the right (The Off Licence)
62187 | DEFB 0 | Room above (The Off Licence)
62188 | DEFB 16 | Room below (We must perform a Quirkafleeg)
The next three bytes are copied to 33005, but are not used.
62189 | 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.
62192 | DEFB 108,145 | Guardian no. 108 (horizontal), base sprite 4, initial x=17 (41824)
62194 | DEFB 109,11 | Guardian no. 109 (horizontal), base sprite 0, initial x=11 (41832)
62196 | DEFB 255,0 | Terminator (41976)
62198 | DEFB 0,0 | Nothing (40960)
62200 | DEFB 0,0 | Nothing (40960)
62202 | DEFB 0,0 | Nothing (40960)
62204 | DEFB 0,0 | Nothing (40960)
62206 | DEFB 0,0 | Nothing (40960)