Jet Set Willy: Data at C800

| Data

C800: Room 0x08: Inside the MegaTrunk (teleport: 49)

Used by the routine at 8912.
The first 128 bytes are copied to 8000 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.
C800 | DEFB $00,$00,$08,$00,$08,$00,$00,$00 | Room layout
C808 | DEFB $00,$00,$08,$00,$08,$00,$00,$00
C810 | DEFB $00,$00,$08,$00,$08,$00,$00,$00
C818 | DEFB $00,$00,$08,$01,$40,$00,$00,$00
C820 | DEFB $00,$00,$09,$00,$00,$00,$00,$00
C828 | DEFB $00,$00,$00,$00,$1A,$AA,$80,$00
C830 | DEFB $00,$00,$00,$05,$08,$00,$00,$00
C838 | DEFB $AA,$AA,$A8,$00,$08,$00,$00,$00
C840 | DEFB $30,$C3,$09,$00,$08,$00,$00,$00
C848 | DEFB $30,$C3,$08,$00,$58,$00,$00,$00
C850 | DEFB $30,$C3,$08,$00,$08,$00,$00,$00
C858 | DEFB $30,$C3,$08,$05,$00,$00,$00,$00
C860 | DEFB $30,$C3,$08,$00,$00,$00,$00,$00
C868 | DEFB $30,$C3,$09,$00,$0A,$AA,$AA,$AA
C870 | DEFB $30,$C3,$08,$00,$08,$00,$00,$00
C878 | DEFB $30,$C3,$08,$00,$58,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
C880 | DEFM " Inside the MegaTrunk " | Room name
The next 54 bytes are copied to 80A0 and contain the attributes and graphic data for the tiles used to build the room.
C8A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
C8A9 | DEFB $04,$F5,$FA,$BF,$1F,$26,$14,$22,$10 | Floor
C8B2 | DEFB $16,$AB,$AB,$AD,$AA,$AA,$AE,$55,$55 | Wall
C8BB | DEFB $06,$6E,$74,$38,$1E,$6E,$74,$38,$1E | Nasty
C8C4 | DEFB $07,$40,$00,$10,$00,$04,$00,$01,$00 | Ramp
C8CD | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Conveyor (unused)
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
C8D6 | DEFB $00 | Direction (left)
C8D7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
C8D9 | DEFB $00 | Length: 0 (there is no conveyor in this room)
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
C8DA | DEFB $00 | Direction (up to the left)
C8DB | DEFW $5EFB | Location in the attribute buffer at 5E00: (7,27)
C8DD | DEFB $03 | Length
The next byte is copied to 80DE and specifies the border colour.
C8DE | DEFB $04 | Border colour
The next two bytes are copied to 80DF, but are not used.
C8DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
C8E1 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Item graphic (unused)
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
C8E9 | DEFB $09 | Room to the left (On a Branch Over the Drive)
C8EA | DEFB $07 | Room to the right (Cuckoo's Nest)
C8EB | DEFB $0C | Room above (Tree Top)
C8EC | DEFB $03 | Room below (At the Foot of the MegaTree)
The next three bytes are copied to 80ED, but are not used.
C8ED | DEFB $00,$00,$00 | Unused
The next eight pairs of bytes are copied to 80F0 and specify the entities (ropes, arrows, guardians) in this room.
C8F0 | DEFB $09,$02 | Guardian no. 0x09 (vertical), base sprite 0, x=2 (A048)
C8F2 | DEFB $09,$05 | Guardian no. 0x09 (vertical), base sprite 0, x=5 (A048)
C8F4 | DEFB $09,$08 | Guardian no. 0x09 (vertical), base sprite 0, x=8 (A048)
C8F6 | DEFB $18,$06 | Guardian no. 0x18 (horizontal), base sprite 0, initial x=6 (A0C0)
C8F8 | DEFB $2C,$2C | Guardian no. 0x2C (vertical), base sprite 1, x=12 (A160)
C8FA | DEFB $16,$1B | Guardian no. 0x16 (horizontal), base sprite 0, initial x=27 (A0B0)
C8FC | DEFB $2F,$93 | Guardian no. 0x2F (horizontal), base sprite 4, initial x=19 (A178)
C8FE | DEFB $FF,$00 | Terminator (A3F8)