Jet Set Willy: Data at D100

| Data

D100: Room 0x11: Up on the Battlements (teleport: 159)

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.
D100 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout
D108 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D110 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D118 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D120 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D128 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D130 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D138 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D140 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D148 | DEFB $AA,$42,$A4,$2A,$A4,$2A,$42,$AA
D150 | DEFB $AA,$C2,$AC,$2A,$AC,$2A,$C2,$AA
D158 | DEFB $AA,$C2,$AC,$2A,$AC,$2A,$C2,$AA
D160 | DEFB $AA,$C2,$AC,$2A,$AC,$2A,$C2,$AA
D168 | DEFB $AA,$C2,$AC,$2A,$AC,$2A,$C2,$AA
D170 | DEFB $AA,$C2,$AC,$2A,$AC,$2A,$C2,$AA
D178 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
D180 | DEFM " Up on the Battlements " | 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.
D1A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
D1A9 | DEFB $04,$80,$C0,$E0,$B0,$90,$94,$D6,$77 | Floor
D1B2 | DEFB $0E,$00,$7F,$7F,$63,$6B,$63,$7F,$7F | Wall
D1BB | DEFB $20,$4A,$2A,$1A,$48,$6C,$6A,$29,$88 | Nasty
D1C4 | DEFB $04,$00,$00,$00,$00,$00,$00,$00,$00 | Ramp (unused)
D1CD | DEFB $42,$28,$AA,$0A,$00,$55,$55,$55,$FF | Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
D1D6 | DEFB $00 | Direction (left)
D1D7 | DEFW $5F2D | Location in the attribute buffer at 5E00: (9,13)
D1D9 | DEFB $05 | Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
D1DA | DEFB $00 | Direction (up to the left)
D1DB | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
D1DD | DEFB $00 | Length: 0 (there is no ramp in this room)
The next byte is copied to 80DE and specifies the border colour.
D1DE | DEFB $01 | Border colour
The next two bytes are copied to 80DF, but are not used.
D1DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
D1E1 | DEFB $18,$24,$18,$2C,$5E,$5E,$E7,$66 | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
D1E9 | DEFB $12 | Room to the left (On the Roof)
D1EA | DEFB $10 | Room to the right (We must perform a Quirkafleeg)
D1EB | DEFB $00 | Room above (The Off Licence)
D1EC | DEFB $00 | Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
D1ED | 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.
D1F0 | DEFB $02,$85 | Guardian no. 0x02 (vertical), base sprite 4, x=5 (A010)
D1F2 | DEFB $03,$8B | Guardian no. 0x03 (vertical), base sprite 4, x=11 (A018)
D1F4 | DEFB $04,$93 | Guardian no. 0x04 (vertical), base sprite 4, x=19 (A020)
D1F6 | DEFB $05,$99 | Guardian no. 0x05 (vertical), base sprite 4, x=25 (A028)
D1F8 | DEFB $45,$84 | Arrow flying right to left at pixel y-coordinate 66 (A228)
D1FA | DEFB $FF,$00 | Terminator (A3F8)
D1FC | DEFB $00,$00 | Nothing (A000)
D1FE | DEFB $00,$00 | Nothing (A000)