Jet Set Willy: Data at FC00

| Data

FC00: Room 0x3C: The Bow (teleport: 34569)

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.
FC00 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout
FC08 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
FC10 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
FC18 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
FC20 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
FC28 | DEFB $00,$00,$00,$00,$00,$01,$55,$55
FC30 | DEFB $00,$00,$00,$00,$00,$00,$80,$00
FC38 | DEFB $00,$00,$00,$00,$04,$00,$80,$00
FC40 | DEFB $00,$00,$00,$00,$00,$00,$90,$00
FC48 | DEFB $00,$00,$00,$00,$00,$00,$80,$00
FC50 | DEFB $00,$00,$00,$15,$55,$55,$55,$55
FC58 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
FC60 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
FC68 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
FC70 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
FC78 | DEFB $FF,$FF,$FF,$FF,$C0,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
FC80 | DEFM " The Bow " | 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.
FCA0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
FCA9 | DEFB $44,$FF,$AA,$55,$FF,$00,$00,$00,$00 | Floor
FCB2 | DEFB $3D,$C9,$C9,$C9,$C9,$C9,$C9,$C9,$C9 | Wall
FCBB | DEFB $4F,$40,$82,$52,$00,$00,$00,$00,$00 | Nasty
FCC4 | DEFB $07,$80,$40,$20,$10,$08,$04,$02,$01 | Ramp
FCCD | DEFB $0E,$FF,$AA,$AA,$00,$AA,$FF,$00,$00 | Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
FCD6 | DEFB $01 | Direction (right)
FCD7 | DEFW $5FF1 | Location in the attribute buffer at 5E00: (15,17)
FCD9 | DEFB $0F | Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
FCDA | DEFB $00 | Direction (up to the left)
FCDB | DEFW $5FD0 | Location in the attribute buffer at 5E00: (14,16)
FCDD | DEFB $06 | Length
The next byte is copied to 80DE and specifies the border colour.
FCDE | DEFB $05 | Border colour
The next two bytes are copied to 80DF, but are not used.
FCDF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
FCE1 | DEFB $48,$39,$26,$DA,$5B,$64,$9C,$12 | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
FCE9 | DEFB $00 | Room to the left (The Off Licence)
FCEA | DEFB $3B | Room to the right (The Yacht)
FCEB | DEFB $00 | Room above (The Off Licence)
FCEC | DEFB $00 | Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
FCED | 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.
FCF0 | DEFB $69,$17 | Guardian no. 0x69 (horizontal), base sprite 0, initial x=23 (A348)
FCF2 | DEFB $6E,$14 | Guardian no. 0x6E (horizontal), base sprite 0, initial x=20 (A370)
FCF4 | DEFB $FF,$00 | Terminator (A3F8)
FCF6 | DEFB $00,$00 | Nothing (A000)
FCF8 | DEFB $00,$00 | Nothing (A000)
FCFA | DEFB $00,$00 | Nothing (A000)
FCFC | DEFB $00,$00 | Nothing (A000)
FCFE | DEFB $00,$00 | Nothing (A000)