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32691: Room item event data tables
Used in event/collision data checks routine at 57293 - for all room event checks - keys & chests, doors, servant picking up objects, missiles, energy draining/restoring objects
  • These are dynamic tables that hold a changing number of 4-byte room event data sets
  • The number of sets will grow and shrink as the routine at 54740 re-evaluates the data in these sets
  • The first byte in the table (1 or 2) acts as a counter for how long the event should remain in existence (for collision checking), as the two connected objects may both be moving on-screen.
Byte Value
1 1 = Event remains in existence for 1 more game cycle
2 = Event remains in existince for 2 more game cycles
255 = End of data sets
2 Event/collision number. Event actions include:
1 - missile
5 - Servant
17 - Door handle (open/close)
136 - Maroc entering portal door in room 81
137 - Caliburn being used on Avelach to complete the game
253 - Energy restoring object
254 - Energy draining object
3 Horizontal (X) co-ordinate of item, in pixels
4 Vertical (Y) co-ordinate of item, in pixels
32691 DEFB 255,17,192,84 Room event 1
32695 DEFB 1,17,166,82 Room event 2
32699 DEFB 255,17,192,84,2,17,166,82 Room event 3
32707 DEFB 255,1,50,176 ...
The remainder of this section is unused data - code from the intro border drawing that is later reserved and overwritten for game data).
32711 DEFB 139,62,3,50
32715 DEFB 175,139,17,223,131,205,243,129
32723 DEFB 33,133,64,62,1,50,176,139
32731 DEFB 50,175,139,17,248,131,205,243
32739 DEFB 129,33,202,88,54,13,33,202
32747 DEFB 64,62,1,50,176,139,50,175
32755 DEFB 139,17,0,132,205,243,129,33
32763 DEFB 169,88,54,13,33,169,64,62
32771 DEFB 1,50,176,139,50,175,139,17
32779 DEFB 8,132,205,243,129,33,239,88
32787 DEFB 54,13,33,207,88,54,13,62
32795 DEFB 2,50,176,139,62,1,50,175
32803 DEFB 139,33,16,132,34,196,124,33
32811 DEFB 207,64,205,39,130,58,170,139
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