Jet Set Willy: Data at C000

| Data

C000: Room 0x00: The Off Licence (teleport: 9)

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.
C000 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout
C008 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C010 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C018 | DEFB $00,$00,$00,$AA,$AA,$AA,$AA,$AA
C020 | DEFB $00,$00,$00,$80,$00,$00,$00,$02
C028 | DEFB $00,$00,$00,$80,$00,$00,$00,$02
C030 | DEFB $00,$00,$00,$8C,$00,$00,$00,$02
C038 | DEFB $00,$00,$00,$80,$00,$00,$00,$02
C040 | DEFB $00,$00,$00,$80,$00,$00,$00,$02
C048 | DEFB $00,$00,$00,$80,$00,$00,$00,$02
C050 | DEFB $00,$00,$00,$80,$00,$00,$00,$02
C058 | DEFB $00,$00,$00,$AA,$00,$00,$02,$AA
C060 | DEFB $00,$00,$00,$00,$00,$00,$00,$02
C068 | DEFB $00,$00,$00,$00,$00,$00,$00,$02
C070 | DEFB $00,$00,$00,$00,$00,$00,$00,$02
C078 | DEFB $55,$55,$55,$55,$55,$55,$55,$55
The next 32 bytes are copied to 8080 and specify the room name.
C080 | DEFM " The Off Licence " | 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.
C0A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
C0A9 | DEFB $44,$FF,$DE,$6C,$88,$12,$40,$04,$00 | Floor
C0B2 | DEFB $16,$22,$FF,$88,$FF,$22,$FF,$88,$FF | Wall
C0BB | DEFB $05,$F8,$88,$9E,$BD,$BD,$9E,$88,$F8 | Nasty
C0C4 | DEFB $07,$03,$00,$0C,$00,$30,$00,$C0,$00 | Ramp
C0CD | DEFB $43,$33,$FF,$33,$00,$FF,$00,$AA,$00 | Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
C0D6 | DEFB $00 | Direction (left)
C0D7 | DEFW $5F33 | Location in the attribute buffer at 5E00: (9,19)
C0D9 | DEFB $0C | Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
C0DA | DEFB $01 | Direction (up to the right)
C0DB | DEFW $5FD7 | Location in the attribute buffer at 5E00: (14,23)
C0DD | DEFB $04 | Length
The next byte is copied to 80DE and specifies the border colour.
C0DE | DEFB $05 | Border colour
The next two bytes are copied to 80DF, but are not used.
C0DF | DEFB $00,$A0 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
C0E1 | DEFB $18,$18,$3C,$7E,$62,$62,$62,$7E | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
C0E9 | DEFB $01 | Room to the left (The Bridge)
C0EA | DEFB $00 | Room to the right (The Off Licence)
C0EB | DEFB $00 | Room above (The Off Licence)
C0EC | DEFB $00 | Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
C0ED | 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.
C0F0 | DEFB $0A,$8A | Guardian no. 0x0A (vertical), base sprite 4, x=10 (A050)
C0F2 | DEFB $0C,$1D | Guardian no. 0x0C (horizontal), base sprite 0, initial x=29 (A060)
C0F4 | DEFB $2C,$27 | Guardian no. 0x2C (vertical), base sprite 1, x=7 (A160)
C0F6 | DEFB $FF,$00 | Terminator (A3F8)
C0F8 | DEFB $00,$00 | Nothing (A000)
C0FA | DEFB $00,$00 | Nothing (A000)
C0FC | DEFB $00,$00 | Nothing (A000)
C0FE | DEFB $00,$00 | Nothing (A000)