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55296: Room 24: West of Kitchen (teleport: 459)
Used by the routine at 35090.
west_of_kitchen
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.
55296 DEFB 0,0,1,0,0,0,0,0 Room layout
55304 DEFB 0,0,1,0,0,0,0,0
55312 DEFB 0,0,1,0,0,0,0,0
55320 DEFB 0,0,1,0,0,0,0,0
55328 DEFB 0,0,1,0,0,0,0,0
55336 DEFB 0,0,1,0,16,5,84,21
55344 DEFB 0,0,0,0,0,0,0,0
55352 DEFB 0,0,0,0,0,0,0,0
55360 DEFB 160,0,0,0,0,4,0,21
55368 DEFB 168,0,0,0,21,0,80,0
55376 DEFB 170,0,0,80,0,0,0,0
55384 DEFB 170,128,0,0,0,0,0,0
55392 DEFB 170,160,0,0,21,5,84,21
55400 DEFB 170,168,0,0,0,0,0,0
55408 DEFB 170,170,0,0,0,0,0,0
55416 DEFB 170,170,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
55424 DEFM " West of Kitchen " 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. Note that because of a bug in the game engine, the conveyor tile is not drawn correctly (see the room image above).
background24 floor24 wall24 nasty24 ramp24 conveyor24
55456 DEFB 0,0,0,0,0,0,0,0,0 Background
55465 DEFB 5,255,189,165,165,165,66,0,0 Floor
55474 DEFB 34,9,66,144,36,9,66,144,36 Wall
55483 DEFB 255,0,0,0,0,0,0,0,0 Nasty (unused)
55492 DEFB 71,192,64,176,80,172,84,171,85 Ramp
55501 DEFB 66,240,85,170,85,85,170,42,8 Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
55510 DEFB 0 Direction (left)
55511 DEFW 24470 Location in the attribute buffer at 24064: (12,22)
55513 DEFB 5 Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
55514 DEFB 0 Direction (up to the left)
55515 DEFW 24520 Location in the attribute buffer at 24064: (14,8)
55517 DEFB 7 Length
The next byte is copied to 32990 and specifies the border colour.
55518 DEFB 1 Border colour
The next two bytes are copied to 32991, but are not used.
55519 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
item24
55521 DEFB 0,0,0,0,0,0,0,0 Item graphic (unused)
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
55529 DEFB 25 Room to the left (Cold Store)
55530 DEFB 23 Room to the right (The Kitchen)
55531 DEFB 30 Room above (The Banyan Tree)
55532 DEFB 0 Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
55533 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.
55536 DEFB 49,9 Guardian no. 49 (vertical), base sprite 0, x=9 (41352)
55538 DEFB 50,14 Guardian no. 50 (vertical), base sprite 0, x=14 (41360)
55540 DEFB 49,20 Guardian no. 49 (vertical), base sprite 0, x=20 (41352)
55542 DEFB 48,27 Guardian no. 48 (vertical), base sprite 0, x=27 (41344)
55544 DEFB 255,0 Terminator (41976)
55546 DEFB 0,0 Nothing (40960)
55548 DEFB 0,0 Nothing (40960)
55550 DEFB 0,0 Nothing (40960)
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