Jet Set Willy: Data at 62208

| Data

62208: Room 51: Tool Shed (teleport: 12569)

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.
62208 | DEFB 0,0,2,170,160,0,0,0 | Room layout
62216 | DEFB 0,0,10,170,160,0,0,0
62224 | DEFB 0,0,42,170,170,170,170,170
62232 | DEFB 0,0,0,0,192,0,0,0
62240 | DEFB 0,0,0,0,0,0,0,0
62248 | DEFB 0,0,0,0,0,0,0,170
62256 | DEFB 0,0,0,0,0,0,0,170
62264 | DEFB 0,0,0,0,0,0,0,170
62272 | DEFB 170,168,0,65,0,64,42,170
62280 | DEFB 170,168,0,0,0,0,42,170
62288 | DEFB 170,168,0,0,0,0,106,170
62296 | DEFB 170,168,17,0,16,0,42,170
62304 | DEFB 170,168,0,0,0,64,42,170
62312 | DEFB 170,168,0,0,0,0,106,170
62320 | DEFB 170,168,0,0,0,0,42,170
62328 | DEFB 170,170,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
62336 | DEFM " Tool Shed " | 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. Note that because of a bug in the game engine, the conveyor tile is not drawn correctly (see the room image above).
62368 | DEFB 0,0,0,0,0,0,0,0,0 | Background
62377 | DEFB 5,90,255,34,68,34,64,0,0 | Floor
62386 | DEFB 30,85,170,68,34,85,170,68,34 | Wall
62395 | DEFB 6,4,4,4,136,80,32,16,8 | Nasty
62404 | DEFB 7,3,3,12,12,48,48,192,192 | Ramp
62413 | DEFB 68,224,170,0,102,102,102,102,102 | Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
62422 | DEFB 1 | Direction (right)
62423 | DEFW 24551 | Location in the attribute buffer at 24064: (15,7)
62425 | DEFB 18 | Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
62426 | DEFB 1 | Direction (up to the right)
62427 | DEFW 24291 | Location in the attribute buffer at 24064: (7,3)
62429 | DEFB 8 | Length
The next byte is copied to 32990 and specifies the border colour.
62430 | DEFB 5 | Border colour
The next two bytes are copied to 32991, but are not used.
62431 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
62433 | DEFB 24,24,24,24,24,155,127,59 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
62441 | DEFB 58 | Room to the left (The Beach)
62442 | DEFB 49 | Room to the right (The Wine Cellar)
62443 | DEFB 53 | Room above (Back Door)
62444 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
62445 | 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.
62448 | DEFB 52,16 | Guardian no. 52 (horizontal), base sprite 0, initial x=16 (41376)
62450 | DEFB 98,9 | Guardian no. 98 (horizontal), base sprite 0, initial x=9 (41744)
62452 | DEFB 99,20 | Guardian no. 99 (horizontal), base sprite 0, initial x=20 (41752)
62454 | DEFB 255,0 | Terminator (41976)
62456 | DEFB 0,0 | Nothing (40960)
62458 | DEFB 0,0 | Nothing (40960)
62460 | DEFB 0,0 | Nothing (40960)
62462 | DEFB 0,0 | Nothing (40960)