Jet Set Willy: Data at 60672

| Data

60672: Room 45: Under the Drive (teleport: 13469)

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.
60672 | DEFB 160,0,0,0,0,0,170,170 | Room layout
60680 | DEFB 160,0,0,0,0,0,170,170
60688 | DEFB 160,0,0,0,0,0,170,170
60696 | DEFB 160,0,0,0,0,5,170,170
60704 | DEFB 168,0,0,0,0,0,170,170
60712 | DEFB 170,0,0,0,16,0,2,170
60720 | DEFB 170,128,0,0,0,80,0,170
60728 | DEFB 170,160,0,0,0,0,0,10
60736 | DEFB 170,168,0,0,80,0,0,0
60744 | DEFB 170,170,0,0,0,192,0,0
60752 | DEFB 170,170,128,0,0,0,0,0
60760 | DEFB 170,170,160,0,0,0,0,0
60768 | DEFB 170,170,168,0,0,0,0,0
60776 | DEFB 170,170,170,0,0,0,0,0
60784 | DEFB 170,170,170,128,48,12,12,0
60792 | DEFB 170,170,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
60800 | DEFM " Under the Drive " | 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.
60832 | DEFB 0,0,0,0,0,0,0,0,0 | Background
60841 | DEFB 6,255,255,165,88,36,66,32,0 | Floor
60850 | DEFB 12,16,42,85,160,16,32,16,8 | Wall
60859 | DEFB 4,24,24,20,34,34,85,17,40 | Nasty
60868 | DEFB 7,128,64,160,80,168,84,170,85 | Ramp
60877 | DEFB 2,224,170,248,0,255,255,102,102 | Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
60886 | DEFB 0 | Direction (left)
60887 | DEFW 24402 | Location in the attribute buffer at 24064: (10,18)
60889 | DEFB 14 | Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
60890 | DEFB 0 | Direction (up to the left)
60891 | DEFW 24525 | Location in the attribute buffer at 24064: (14,13)
60893 | DEFB 12 | Length
The next byte is copied to 32990 and specifies the border colour.
60894 | DEFB 4 | Border colour
The next two bytes are copied to 32991, but are not used.
60895 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
60897 | DEFB 129,100,205,15,97,218,51,26 | Item graphic (unused)
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
60905 | DEFB 6 | Room to the left (Entrance to Hades)
60906 | DEFB 46 | Room to the right (Tree Root)
60907 | DEFB 4 | Room above (The Drive)
60908 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
60909 | 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.
60912 | DEFB 28,16 | Guardian no. 28 (horizontal), base sprite 0, initial x=16 (41184)
60914 | DEFB 29,146 | Guardian no. 29 (vertical), base sprite 4, x=18 (41192)
60916 | DEFB 68,150 | Guardian no. 68 (horizontal), base sprite 4, initial x=22 (41504)
60918 | DEFB 255,0 | Terminator (41976)
60920 | DEFB 0,0 | Nothing (40960)
60922 | DEFB 0,0 | Nothing (40960)
60924 | DEFB 0,0 | Nothing (40960)
60926 | DEFB 0,0 | Nothing (40960)