Jet Set Willy: Data at F700

| Data

F700: Room 0x37: West Bedroom (teleport: 123569)

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.
F700 | DEFB $00,$00,$04,$00,$A0,$40,$00,$00 | Room layout
F708 | DEFB $00,$00,$00,$00,$A0,$40,$00,$00
F710 | DEFB $00,$00,$10,$00,$A0,$40,$00,$00
F718 | DEFB $00,$00,$00,$00,$A0,$40,$00,$15
F720 | DEFB $00,$00,$04,$00,$A0,$40,$00,$00
F728 | DEFB $00,$00,$00,$00,$A0,$40,$00,$00
F730 | DEFB $00,$00,$00,$10,$A0,$40,$00,$00
F738 | DEFB $00,$00,$00,$00,$A0,$40,$00,$00
F740 | DEFB $00,$00,$04,$00,$00,$40,$00,$00
F748 | DEFB $00,$00,$00,$00,$00,$40,$00,$00
F750 | DEFB $00,$00,$10,$00,$00,$40,$00,$00
F758 | DEFB $00,$00,$08,$00,$00,$40,$00,$00
F760 | DEFB $00,$00,$09,$55,$55,$55,$55,$55
F768 | DEFB $00,$00,$0A,$AA,$A0,$00,$00,$00
F770 | DEFB $00,$00,$00,$00,$A0,$00,$00,$00
F778 | DEFB $00,$00,$00,$00,$A0,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
F780 | DEFM " West Bedroom " | 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.
F7A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
F7A9 | DEFB $06,$AA,$55,$82,$41,$82,$41,$82,$41 | Floor
F7B2 | DEFB $0D,$A8,$55,$A8,$56,$CF,$2E,$26,$C1 | Wall
F7BB | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Nasty (unused)
F7C4 | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Ramp (unused)
F7CD | DEFB $42,$A5,$FF,$BD,$AA,$55,$BA,$45,$83 | Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
F7D6 | DEFB $00 | Direction (left)
F7D7 | DEFW $5E7A | Location in the attribute buffer at 5E00: (3,26)
F7D9 | DEFB $03 | Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
F7DA | DEFB $00 | Direction (up to the left)
F7DB | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
F7DD | DEFB $00 | Length: 0 (there is no ramp in this room)
The next byte is copied to 80DE and specifies the border colour.
F7DE | DEFB $05 | Border colour
The next two bytes are copied to 80DF, but are not used.
F7DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
F7E1 | 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.
F7E9 | DEFB $00 | Room to the left (The Off Licence)
F7EA | DEFB $36 | Room to the right (West Wing)
F7EB | DEFB $39 | Room above (Above the West Bedroom)
F7EC | DEFB $35 | Room below (Back Door)
The next three bytes are copied to 80ED, but are not used.
F7ED | 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.
F7F0 | DEFB $1E,$8B | Guardian no. 0x1E (vertical), base sprite 4, x=11 (A0F0)
F7F2 | DEFB $33,$4E | Guardian no. 0x33 (vertical), base sprite 2, x=14 (A198)
F7F4 | DEFB $FF,$00 | Terminator (A3F8)
F7F6 | DEFB $00,$00 | Nothing (A000)
F7F8 | DEFB $00,$00 | Nothing (A000)
F7FA | DEFB $00,$00 | Nothing (A000)
F7FC | DEFB $00,$00 | Nothing (A000)
F7FE | DEFB $00,$00 | Nothing (A000)