Jet Set Willy: Data at 53760

| Data

53760: Room 18: On the Roof (teleport: 259)

Used by the routine at 35090.
The first 128 bytes are copied to 32768 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.
53760 | DEFB 0,0,0,0,0,0,0,0 | Room layout
53768 | DEFB 0,0,0,0,0,0,0,0
53776 | DEFB 0,0,0,0,0,0,0,0
53784 | DEFB 0,0,0,0,0,0,0,0
53792 | DEFB 0,0,0,0,0,0,0,0
53800 | DEFB 0,0,0,0,0,0,0,0
53808 | DEFB 0,0,0,0,0,0,0,0
53816 | DEFB 0,0,0,0,0,0,10,64
53824 | DEFB 0,0,0,0,0,0,10,208
53832 | DEFB 170,64,0,0,0,0,10,170
53840 | DEFB 170,192,0,0,0,0,10,170
53848 | DEFB 170,192,0,0,0,0,10,170
53856 | DEFB 170,144,0,0,0,0,10,170
53864 | DEFB 170,176,0,0,0,0,10,170
53872 | DEFB 170,176,10,64,0,0,10,170
53880 | DEFB 170,170,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
53888 | DEFM " On the Roof " | Room name
The next 54 bytes are copied to 32928 and contain the attributes and graphic data for the tiles used to build the room.
53920 | DEFB 68,0,0,0,0,0,0,0,0 | Background
53929 | DEFB 7,128,192,224,208,88,156,222,205 | Floor
53938 | DEFB 38,17,248,7,8,240,15,208,63 | Wall
53947 | DEFB 70,85,153,221,204,85,153,221,204 | Nasty
53956 | DEFB 7,0,0,0,0,0,0,0,0 | Ramp (unused)
53965 | DEFB 10,240,240,240,255,255,0,0,255 | Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
53974 | DEFB 1 | Direction (right)
53975 | DEFW 24558 | Location in the attribute buffer at 24064: (15,14)
53977 | DEFB 8 | Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
53978 | DEFB 0 | Direction (up to the left)
53979 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
53981 | DEFB 0 | Length: 0 (there is no ramp in this room)
The next byte is copied to 32990 and specifies the border colour.
53982 | DEFB 2 | Border colour
The next two bytes are copied to 32991, but are not used.
53983 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
53985 | DEFB 1,2,5,10,84,40,48,72 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
53993 | DEFB 48 | Room to the left (Nomen Luni)
53994 | DEFB 17 | Room to the right (Up on the Battlements)
53995 | DEFB 18 | Room above (On the Roof)
53996 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
53997 | DEFB 0,0,0 | Unused
The next eight pairs of bytes are copied to 33008 and specify the entities (ropes, arrows, guardians) in this room.
54000 | DEFB 34,22 | Guardian no. 34 (horizontal), base sprite 0, initial x=22 (41232)
54002 | DEFB 1,16 | Rope at x=16 (40968)
54004 | DEFB 255,0 | Terminator (41976)
54006 | DEFB 0,0 | Nothing (40960)
54008 | DEFB 0,0 | Nothing (40960)
54010 | DEFB 0,0 | Nothing (40960)
54012 | DEFB 0,0 | Nothing (40960)
54014 | DEFB 0,0 | Nothing (40960)