Jet Set Willy: Data at C700

| Data

C700: Room 0x07: Cuckoo's Nest (teleport: 1239)

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.
C700 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout
C708 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C710 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C718 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C720 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C728 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C730 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C738 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C740 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C748 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C750 | DEFB $00,$00,$00,$00,$F0,$00,$00,$00
C758 | DEFB $00,$00,$00,$01,$54,$00,$00,$00
C760 | DEFB $00,$00,$00,$05,$54,$00,$00,$00
C768 | DEFB $AA,$AA,$AA,$A9,$54,$00,$00,$00
C770 | DEFB $00,$00,$00,$05,$50,$00,$00,$00
C778 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
C780 | DEFM " Cuckoo's Nest " | 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.
C7A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
C7A9 | DEFB $04,$04,$03,$C9,$D8,$30,$36,$23,$01 | Floor
C7B2 | DEFB $16,$FF,$60,$0E,$F0,$03,$3C,$C7,$38 | Wall
C7BB | DEFB $06,$C2,$34,$0B,$44,$88,$0B,$30,$08 | Nasty
C7C4 | DEFB $07,$03,$00,$0C,$00,$30,$00,$C0,$00 | Ramp
C7CD | 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.
C7D6 | DEFB $00 | Direction (left)
C7D7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
C7D9 | 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.
C7DA | DEFB $01 | Direction (up to the right)
C7DB | DEFW $5F8D | Location in the attribute buffer at 5E00: (12,13)
C7DD | DEFB $02 | Length
The next byte is copied to 80DE and specifies the border colour.
C7DE | DEFB $01 | Border colour
The next two bytes are copied to 80DF, but are not used.
C7DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
C7E1 | DEFB $20,$18,$A9,$DB,$7E,$7E,$3C,$5A | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
C7E9 | DEFB $08 | Room to the left (Inside the MegaTrunk)
C7EA | DEFB $00 | Room to the right (The Off Licence)
C7EB | DEFB $00 | Room above (The Off Licence)
C7EC | DEFB $02 | Room below (Under the MegaTree)
The next three bytes are copied to 80ED, but are not used.
C7ED | 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.
C7F0 | DEFB $27,$90 | Guardian no. 0x27 (horizontal), base sprite 4, initial x=16 (A138)
C7F2 | DEFB $6F,$05 | Guardian no. 0x6F (horizontal), base sprite 0, initial x=5 (A378)
C7F4 | DEFB $3C,$A4 | Arrow flying left to right at pixel y-coordinate 82 (A1E0)
C7F6 | DEFB $FF,$00 | Terminator (A3F8)
C7F8 | DEFB $00,$00 | Nothing (A000)
C7FA | DEFB $00,$00 | Nothing (A000)
C7FC | DEFB $00,$00 | Nothing (A000)
C7FE | DEFB $00,$00 | Nothing (A000)