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kq4-decompile/rooms/kq4-032-ocean-near-island/kq4-032-ocean-near-island.md
2026-02-20 14:00:40 -08:00

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Room 32: Ocean Near Island

High-Level Summary

Room 32 is a swimming area in the ocean near the island containing Tamir's palace. This transitional room connects the main ocean (room 31) to the beach area (room 40). The player encounters this room when swimming toward the island from the southern approach. The room displays a scenic view of the enchanted white palace on the island and contains animated aquatic creatures (likely fish or flamingos) swimming in the water.

Look Description

"As you swim, you notice a splendid white palace on a small island to the north."

Interactions

Status Behavior Type Command Response
TODO Look /tamir "You see Tamir in the distance."
TODO Look /island "The small island contains a beautiful white palace. Lush vegetation encircles it."
TODO Look /castle "The white palace is quite enchanting! (Maybe it IS enchanted). With its tall slender towers, lovely arched windows, and beautiful island setting, the palace radiates goodness, peace, and serenity."
TODO Look /fish "You don't see any here."
TODO Look [<around>][/room] "As you swim, you notice a splendid white palace on a small island to the north."

Scripts

Status Behavior Type Name Trigger Behavior
TODO Background Prop animations (newProp, newProp_2, newProp_3, newProp_4) Room initialization Four animated props using view 660 with forward cycling at varying positions create swimming creature effects in the water
TODO Background Palace view (newView) Room initialization Static view 613 loop 2 cel 0 positioned at 163,62 displays the white palace on the island
TODO Interaction Edge handling Player reaches screen edge Handles screen wrapping (x: 0↔319) and directional exit determination based on player position

Technical Notes

  • Room Number: 32
  • Picture: 32
  • Region: 504 (Gull Region), 519 (Ocean Region)
  • Exits: North→40 (beach), West→31 (ocean), East→31 (ocean), South→31 (ocean)
  • Horizon: 114
  • View: 613 (palace view)

State Variables

Variable Values Description
global100 0, 1 Nighttime flag - when true, changes picture to 132
gPrevRoomNum 39, 40, 41 Previous room number - determines entry position

Entry Points

From Room Entry Position
40 (north) x:164, y:115
39 (west) x:100, y:115
41 (east) x:226, y:115

Objects

Object View Loop Cel Position Description
newView 613 2 0 163, 62 Palace/island scenery
newProp 660 0 1 79, 81 Animated aquatic creature
newProp_2 660 1 2 118, 92 Animated aquatic creature
newProp_3 660 2 0 214, 93 Animated aquatic creature
newProp_4 660 3 3 266, 86 Animated aquatic creature

Exit Logic

When player hits north edge (edgeHit = 1):

  • If x < 115: exit to room 39 (west beach)
  • If x > 198: exit to room 41 (east beach)
  • Otherwise: exit to room 40 (north beach)