Jet Set Willy: Data at 58368

| Data

58368: Room 36: A bit of tree (teleport: 369)

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.
58368 | DEFB 0,0,0,160,0,0,0,3 | Room layout
58376 | DEFB 0,0,0,160,0,0,0,3
58384 | DEFB 0,0,0,160,0,0,0,3
58392 | DEFB 0,0,0,160,0,0,0,3
58400 | DEFB 0,0,16,160,0,64,0,3
58408 | DEFB 0,0,0,160,0,0,0,3
58416 | DEFB 0,20,0,160,0,1,64,3
58424 | DEFB 0,0,16,160,0,0,0,3
58432 | DEFB 0,0,0,160,0,0,0,3
58440 | DEFB 0,0,20,160,0,0,64,3
58448 | DEFB 85,80,0,165,64,0,0,3
58456 | DEFB 0,0,0,160,0,0,1,3
58464 | DEFB 0,0,0,160,0,0,64,3
58472 | DEFB 0,0,0,160,5,0,0,3
58480 | DEFB 0,0,0,160,0,0,0,3
58488 | DEFB 0,0,1,164,0,0,0,3
The next 32 bytes are copied to 32896 and specify the room name.
58496 | DEFM " A bit of tree " | 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 nasty tile is not drawn correctly (see the room image above).
58528 | DEFB 0,0,0,0,0,0,0,0,0 | Background
58537 | DEFB 4,173,82,41,0,1,2,0,0 | Floor
58546 | DEFB 30,214,107,102,219,105,107,217,109 | Wall
58555 | DEFB 2,21,0,170,85,170,0,21,10 | Nasty
58564 | DEFB 68,3,8,36,16,64,32,128,128 | Ramp
58573 | DEFB 255,0,0,0,0,0,0,0,0 | Conveyor (unused)
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
58582 | DEFB 0 | Direction (left)
58583 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
58585 | DEFB 0 | Length: 0 (there is no conveyor in this room)
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
58586 | DEFB 1 | Direction (up to the right)
58587 | DEFW 24372 | Location in the attribute buffer at 24064: (9,20)
58589 | DEFB 2 | Length
The next byte is copied to 32990 and specifies the border colour.
58590 | DEFB 5 | Border colour
The next two bytes are copied to 32991, but are not used.
58591 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
58593 | DEFB 0,0,0,0,0,0,0,0 | Item graphic (unused)
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
58601 | DEFB 37 | Room to the left (Orangery)
58602 | DEFB 35 | Room to the right (Master Bedroom)
58603 | DEFB 42 | Room above (Under the Roof)
58604 | DEFB 30 | Room below (The Banyan Tree)
The next three bytes are copied to 33005, but are not used.
58605 | 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.
58608 | DEFB 104,2 | Guardian no. 104 (horizontal), base sprite 0, initial x=2 (41792)
58610 | DEFB 101,7 | Guardian no. 101 (vertical), base sprite 0, x=7 (41768)
58612 | DEFB 69,146 | Arrow flying right to left at pixel y-coordinate 73 (41512)
58614 | DEFB 255,0 | Terminator (41976)
58616 | DEFB 0,0 | Nothing (40960)
58618 | DEFB 0,0 | Nothing (40960)
58620 | DEFB 0,0 | Nothing (40960)
58622 | DEFB 0,0 | Nothing (40960)