Jet Set Willy: Data at F500

| Data

F500: Room 0x35: Back Door (teleport: 13569)

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.
F500 | DEFB $00,$00,$00,$00,$A0,$00,$00,$00 | Room layout
F508 | DEFB $00,$00,$00,$00,$A0,$00,$00,$00
F510 | DEFB $00,$00,$00,$00,$A0,$00,$00,$00
F518 | DEFB $00,$00,$00,$00,$A0,$00,$00,$00
F520 | DEFB $00,$00,$00,$00,$A0,$00,$00,$00
F528 | DEFB $00,$00,$00,$00,$A0,$00,$00,$00
F530 | DEFB $00,$00,$00,$00,$A0,$00,$00,$00
F538 | DEFB $00,$00,$00,$00,$A0,$00,$00,$00
F540 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F548 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F550 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F558 | DEFB $00,$00,$00,$05,$55,$55,$55,$55
F560 | DEFB $00,$00,$00,$2A,$A0,$00,$00,$00
F568 | DEFB $00,$00,$00,$AA,$A0,$00,$00,$00
F570 | DEFB $00,$00,$02,$AA,$A0,$00,$00,$00
F578 | DEFB $00,$00,$0A,$AA,$A0,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
F580 | DEFM " Back Door " | 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.
F5A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
F5A9 | DEFB $03,$FF,$FF,$FF,$AA,$55,$AA,$55,$00 | Floor
F5B2 | DEFB $26,$69,$D2,$A5,$4B,$96,$2D,$5A,$B4 | Wall
F5BB | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Nasty (unused)
F5C4 | DEFB $07,$03,$03,$0D,$0F,$36,$3D,$DA,$F4 | Ramp
F5CD | DEFB $22,$F0,$F0,$F0,$F0,$66,$66,$00,$00 | Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
F5D6 | DEFB $01 | Direction (right)
F5D7 | DEFW $5FF2 | Location in the attribute buffer at 5E00: (15,18)
F5D9 | DEFB $0E | Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
F5DA | DEFB $01 | Direction (up to the right)
F5DB | DEFW $5FE9 | Location in the attribute buffer at 5E00: (15,9)
F5DD | DEFB $05 | Length
The next byte is copied to 80DE and specifies the border colour.
F5DE | DEFB $01 | Border colour
The next two bytes are copied to 80DF, but are not used.
F5DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
F5E1 | 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.
F5E9 | DEFB $00 | Room to the left (The Off Licence)
F5EA | DEFB $34 | Room to the right (Back Stairway)
F5EB | DEFB $37 | Room above (West Bedroom)
F5EC | DEFB $33 | Room below (Tool Shed)
The next three bytes are copied to 80ED, but are not used.
F5ED | 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.
F5F0 | DEFB $FF,$00 | Terminator (A3F8)
F5F2 | DEFB $00,$00 | Nothing (A000)
F5F4 | DEFB $00,$00 | Nothing (A000)
F5F6 | DEFB $00,$00 | Nothing (A000)
F5F8 | DEFB $00,$00 | Nothing (A000)
F5FA | DEFB $00,$00 | Nothing (A000)
F5FC | DEFB $00,$00 | Nothing (A000)
F5FE | DEFB $00,$00 | Nothing (A000)