For teleprters, the tile hex is used for state and appearance, while the object hex is used for function
In a teleorter, the co-ordinates are bytes 3 and 4, but are stored in reverse to pressure pad co-ordinates.
So, if you convert the level (not global) co-ordinates to binary (X5 - X0, Y5 - Y0)
Then:
3rd byte: Y3,Y2,Y1,X5 X4,X3,X2,X1
4th byte: x,x,x,x x,x,Y5,Y4 ie 0 - 3
Byte 4 also contains the sound, rotation and type information
0x is an object teleporter
2x is a monster teleporter
4x is a part/object teleprter
6x teleporter everything
adding 10 to this value gives the the 'default north' teleporting effect, though DMute changes this in the buzz/no buzz box
For rotation, adding 4, 8 and c gives clockwise/east, anti-clockwise/west and 180/south respectively.
This sequence then repeats for 80 - ff, I'd guess (I have no sound) one series having the buzzing noise, one not. DMute uses 0, 20, 40, e0 for the various typs, which might be the reason for the no buzz/buzz confusion
Research (2) - Teleporters (DMute)
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right about the sound
Just a confirmation about the sound effect of the 1st bit of the 4th byte of teleporters:
1st bit: 00 or 80: no sound/sound
2nd and 3rd bit: 00,20,40 or 60: object/monster/party+object/all
4th bit: 00 or 10: relative facing/absolute facing
5th and 6th bit: 00,04,08,0c: north/normal,east/turn right,west/turn left,south/turn 180o.
7th and 8th bit: coordinates part
1st bit: 00 or 80: no sound/sound
2nd and 3rd bit: 00,20,40 or 60: object/monster/party+object/all
4th bit: 00 or 10: relative facing/absolute facing
5th and 6th bit: 00,04,08,0c: north/normal,east/turn right,west/turn left,south/turn 180o.
7th and 8th bit: coordinates part