| Data

51456: Room 9: On a Branch Over the Drive (teleport: 149)

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.
51456 | DEFB 0,0,0,0,0,0,0,0 | Room layout
51464 | DEFB 0,0,0,0,0,0,0,0
51472 | DEFB 0,0,0,0,0,0,0,0
51480 | DEFB 0,0,0,0,0,0,0,0
51488 | DEFB 0,0,0,0,0,0,0,0
51496 | DEFB 0,0,60,0,0,0,0,0
51504 | DEFB 0,0,253,80,0,0,0,0
51512 | DEFB 0,0,63,192,5,85,85,85
51520 | DEFB 0,0,0,0,15,191,59,192
51528 | DEFB 0,0,0,0,3,240,59,0
51536 | DEFB 0,0,0,0,0,0,15,0
51544 | DEFB 0,0,0,80,0,0,0,0
51552 | DEFB 0,80,0,0,0,0,0,0
51560 | DEFB 0,0,5,0,0,0,0,0
51568 | DEFB 0,0,0,0,0,0,0,0
51576 | DEFB 0,0,0,0,0,0,0,0
The next 32 bytes are copied to 32896 and specify the room name.
51584 | DEFM " On a Branch Over the Drive " | 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.
51616 | DEFB 8,0,0,0,0,0,0,0,0 | Background
51625 | DEFB 10,31,243,225,96,48,44,64,128 | Floor
51634 | DEFB 74,9,18,10,31,228,8,8,8 | Wall
51643 | DEFB 12,66,41,84,38,135,35,42,4 | Nasty
51652 | DEFB 15,5,2,4,8,80,32,64,128 | Ramp
51661 | 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.
51670 | DEFB 0 | Direction (left)
51671 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
51673 | 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.
51674 | DEFB 1 | Direction (up to the right)
51675 | DEFW 24398 | Location in the attribute buffer at 24064: (10,14)
51677 | DEFB 4 | Length
The next byte is copied to 32990 and specifies the border colour.
51678 | DEFB 2 | Border colour
The next two bytes are copied to 32991, but are not used.
51679 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
51681 | DEFB 48,60,79,67,130,134,228,252 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
51689 | DEFB 10 | Room to the left (The Front Door)
51690 | DEFB 8 | Room to the right (Inside the MegaTrunk)
51691 | DEFB 13 | Room above (Out on a limb)
51692 | DEFB 4 | Room below (The Drive)
The next three bytes are copied to 33005, but are not used.
51693 | 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.
51696 | DEFB 9,30 | Guardian no. 9 (vertical), base sprite 0, x=30 (41032)
51698 | DEFB 27,135 | Guardian no. 27 (vertical), base sprite 4, x=7 (41176)
51700 | DEFB 61,19 | Guardian no. 61 (horizontal), base sprite 0, initial x=19 (41448)
51702 | DEFB 62,14 | Guardian no. 62 (vertical), base sprite 0, x=14 (41456)
51704 | DEFB 60,68 | Arrow flying left to right at pixel y-coordinate 34 (41440)
51706 | DEFB 255,0 | Terminator (41976)
51708 | DEFB 0,0 | Nothing (40960)
51710 | DEFB 0,0 | Nothing (40960)