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54272: Room 20: Ballroom East (teleport: 359)
Used by the routine at 35090.
ballroom_east
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.
54272 DEFB 160,64,10,0,0,0,0,0 Room layout
54280 DEFB 160,64,10,0,0,0,0,0
54288 DEFB 160,64,10,0,0,0,0,0
54296 DEFB 0,64,0,0,0,0,0,0
54304 DEFB 0,64,0,0,0,0,0,0
54312 DEFB 85,85,90,10,170,170,170,170
54320 DEFB 0,0,16,0,0,0,0,0
54328 DEFB 0,0,16,0,0,0,0,0
54336 DEFB 0,0,21,85,85,85,85,85
54344 DEFB 0,0,16,0,0,0,0,0
54352 DEFB 0,0,16,0,0,0,0,0
54360 DEFB 0,0,16,0,0,0,0,0
54368 DEFB 0,0,16,0,0,0,0,0
54376 DEFB 0,0,16,0,0,0,0,0
54384 DEFB 170,170,170,170,170,170,170,170
54392 DEFB 170,170,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
54400 DEFM " Ballroom East " 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.
background20 floor20 wall20 nasty20 ramp20 conveyor20
54432 DEFB 0,0,0,0,0,0,0,0,0 Background
54441 DEFB 6,170,85,34,68,34,68,34,68 Floor
54450 DEFB 15,68,68,255,17,17,255,85,170 Wall
54459 DEFB 255,0,0,0,0,0,0,0,0 Nasty (unused)
54468 DEFB 255,0,0,0,0,0,0,0,0 Ramp (unused)
54477 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.
54486 DEFB 0 Direction (left)
54487 DEFW 0 Location in the attribute buffer at 24064 (unused)
54489 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.
54490 DEFB 0 Direction (up to the left)
54491 DEFW 0 Location in the attribute buffer at 24064 (unused)
54493 DEFB 0 Length: 0 (there is no ramp in this room)
The next byte is copied to 32990 and specifies the border colour.
54494 DEFB 2 Border colour
The next two bytes are copied to 32991, but are not used.
54495 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
item20
54497 DEFB 129,129,66,36,24,24,24,231 Item graphic (unused)
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
54505 DEFB 21 Room to the left (Ballroom West)
54506 DEFB 11 Room to the right (The Hall)
54507 DEFB 26 Room above (East Wall Base)
54508 DEFB 0 Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
54509 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.
54512 DEFB 19,108 Guardian no. 19 (vertical), base sprite 3, x=12 (41112)
54514 DEFB 42,5 Guardian no. 42 (vertical), base sprite 0, x=5 (41296)
54516 DEFB 40,7 Guardian no. 40 (vertical), base sprite 0, x=7 (41280)
54518 DEFB 41,43 Guardian no. 41 (vertical), base sprite 1, x=11 (41288)
54520 DEFB 21,24 Guardian no. 21 (horizontal), base sprite 0, initial x=24 (41128)
54522 DEFB 255,0 Terminator (41976)
54524 DEFB 0,0 Nothing (40960)
54526 DEFB 0,0 Nothing (40960)
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