Data |
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This 16 byte working buffer handles each room item data set, stored at 31744. Bytes are copied back and forth between store and buffer.
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60227 | DEFB 0 | Type of graphic to draw - checked & dealt with at routine at 51359: 1 = Back wall bricks/scenery, door frames, and wall-floor connector graphics. Also servant and flashing eye cursor 2 = Door 3 = Creature 4 = Interactable objects (e.g. key, chest, scroll) 5 = Missile fired by creature/warlock 6 = Corner-wall section (left) 7 = Corner-wall section (right) 8 = Missile fired by Maroc 14 = Tunnel item - boundary wall, spider or bat 15 = Viewport position for tunnel rooms 32 = Viewport position for standard rooms |
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60228 | DEFW 0 | Multiple use:
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60230 | DEFB 0 | Multiple uses: 0 = Back wall door 1 = Right wall door 2 = Left wall door Connecting door set number (from 26512) Tunnel boundary wall type, 1 (right) or 2 (left) - 55042 Tunnel number 0-31 (room number minus 224) stored at 50731. Data set number for object in room interactable objects table at 29551 Creature type setup in routine at 52630 - warlock & creature data at 27772: |
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60231 | DEFB 0 | Overflow/precision byte used when calculating the item's horizontal room position ('true' position is the next - high - byte which follows this one) Acts as a fraction/overflow value for large/small values when this item's horizontal room position is calculated at 51265 Second byte of foreground scenery set (at 32513) stored here in routine at 54545 |
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60232 | DEFB 0 | Graphic horizontal position within current room, in half character (4-pixel) steps | ||
60233 | DEFB 0 | Overflow/precision byte used when calculating the item's vertical room position ('true' position is the next - high - byte which follows this one) | ||
60234 | DEFB 0 | Graphic vertical position within current room, in pixels, from top of room playing area | ||
60235 | DEFB 0 | 64 - item in standard room 254 - spider/bat in tunnel room at 55128 255 - other item in tunnel room (50663) |
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60236 | DEFB 0 | Item's horizontal movement speed For room scenery items, calculated at 59630 using the reverse (NEG) of Maroc's horizontal movement speed (60164) > 128 (negative) = left, < 128 (positive) = right |
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60237 | DEFB 0 | Item's vertical movement speed For room scenery items, calculated at 59630 using the reverse (NEG) of Maroc's vertical movement speed (60165) > 128 (negative) = up, < 128 (positive) = down |
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60238 | DEFB 0 | Item properties byte:
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60239 | DEFB 0 | Pre-graphics data byte (see Graphic properties):
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60240 | DEFB 0 | Graphic address frame offset (>1 for mirrored graphics frames) Used at 57538 to calculate the graphics address pointer offset for the graphic in the table at 38851 Offset address = [(n-1)*2] - e.g. a byte value of 1 = no offset, byte value of 4 = offset of 6 bytes, or 3 x 2-byte pointer addresses Bit 3 (8) - used for creatures with left/right facing graphics, to indicate if they are facing right (set) or left (not set) - see 58203 |
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60241 | DEFW 0 | Graphic address pointer (in table at 38851), including any offset for the correct graphic frame |
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