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49920: Room 3: At the Foot of the MegaTree (teleport: 129)
Used by the routine at 35090.
at_the_foot_of_the_megatree
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.
49920 DEFB 48,195,8,0,8,0,0,0 Room layout
49928 DEFB 48,195,8,0,10,170,170,170
49936 DEFB 48,195,8,0,8,0,0,0
49944 DEFB 48,195,8,1,88,0,0,0
49952 DEFB 48,195,9,0,10,170,170,170
49960 DEFB 48,195,8,20,0,0,0,0
49968 DEFB 48,195,8,0,0,0,0,0
49976 DEFB 48,195,9,0,26,170,170,170
49984 DEFB 48,195,8,0,8,0,0,0
49992 DEFB 48,195,8,0,88,0,0,0
50000 DEFB 48,3,9,64,8,0,0,0
50008 DEFB 0,0,8,0,8,0,0,0
50016 DEFB 0,0,8,0,8,0,0,0
50024 DEFB 0,0,0,0,80,0,0,0
50032 DEFB 0,0,0,0,0,0,0,0
50040 DEFB 85,85,85,85,85,85,85,85
The next 32 bytes are copied to 32896 and specify the room name.
50048 DEFM " At the Foot of 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.
background03 floor03 wall03 nasty03 ramp03 conveyor03
50080 DEFB 0,0,0,0,0,0,0,0,0 Background
50089 DEFB 4,240,249,191,31,12,16,40,68 Floor
50098 DEFB 22,171,171,173,170,170,174,85,85 Wall
50107 DEFB 6,110,116,56,30,110,116,56,30 Nasty
50116 DEFB 7,192,0,48,0,12,0,3,0 Ramp
50125 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.
50134 DEFB 0 Direction (left)
50135 DEFW 0 Location in the attribute buffer at 24064 (unused)
50137 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.
50138 DEFB 0 Direction (up to the left)
50139 DEFW 24463 Location in the attribute buffer at 24064: (12,15)
50141 DEFB 3 Length
The next byte is copied to 32990 and specifies the border colour.
50142 DEFB 2 Border colour
The next two bytes are copied to 32991, but are not used.
50143 DEFB 192,160 Unused
The next eight bytes are copied to 32993 and define the item graphic.
item03
50145 DEFB 64,160,92,34,33,34,20,8 Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
50153 DEFB 4 Room to the left (The Drive)
50154 DEFB 2 Room to the right (Under the MegaTree)
50155 DEFB 8 Room above (Inside the MegaTrunk)
50156 DEFB 0 Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
50157 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.
50160 DEFB 6,2 Guardian no. 6 (vertical), base sprite 0, x=2 (41008)
50162 DEFB 7,5 Guardian no. 7 (vertical), base sprite 0, x=5 (41016)
50164 DEFB 8,8 Guardian no. 8 (vertical), base sprite 0, x=8 (41024)
50166 DEFB 53,9 Guardian no. 53 (horizontal), base sprite 0, initial x=9 (41384)
50168 DEFB 255,0 Terminator (41976)
50170 DEFB 0,0 Nothing (40960)
50172 DEFB 0,0 Nothing (40960)
50174 DEFB 0,0 Nothing (40960)
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