Jet Set Willy: Data at 50432

| Data

50432: Room 5: The Security Guard (teleport: 139)

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.
50432 | DEFB 128,0,0,0,0,0,0,0 | Room layout
50440 | DEFB 160,0,0,0,0,0,0,0
50448 | DEFB 168,0,0,0,0,0,0,0
50456 | DEFB 170,0,0,0,0,0,0,0
50464 | DEFB 170,128,0,0,0,0,0,0
50472 | DEFB 170,160,0,0,0,0,0,0
50480 | DEFB 168,0,0,0,0,0,0,0
50488 | DEFB 168,0,0,0,0,0,0,0
50496 | DEFB 168,21,84,16,65,84,21,85
50504 | DEFB 168,42,168,32,130,168,42,170
50512 | DEFB 0,0,168,32,130,168,42,170
50520 | DEFB 0,0,168,32,130,168,40,0
50528 | DEFB 0,0,168,32,130,168,40,0
50536 | DEFB 0,0,0,0,0,0,0,0
50544 | DEFB 0,0,0,0,0,0,0,42
50552 | DEFB 160,10,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
50560 | DEFM " The Security Guard " | 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.
50592 | DEFB 0,0,0,0,0,0,0,0,0 | Background
50601 | DEFB 4,255,255,170,85,170,85,170,85 | Floor
50610 | DEFB 13,14,198,149,176,54,134,192,237 | Wall
50619 | DEFB 255,0,0,0,0,0,0,0,0 | Nasty (unused)
50628 | DEFB 7,224,64,32,16,14,4,2,1 | Ramp
50637 | DEFB 66,111,0,183,0,170,85,170,85 | Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
50646 | DEFB 1 | Direction (right)
50647 | DEFW 24509 | Location in the attribute buffer at 24064: (13,29)
50649 | DEFB 3 | Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
50650 | DEFB 0 | Direction (up to the left)
50651 | DEFW 24296 | Location in the attribute buffer at 24064: (7,8)
50653 | DEFB 8 | Length
The next byte is copied to 32990 and specifies the border colour.
50654 | DEFB 1 | Border colour
The next two bytes are copied to 32991, but are not used.
50655 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
50657 | 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.
50665 | DEFB 19 | Room to the left (The Forgotten Abbey)
50666 | DEFB 4 | Room to the right (The Drive)
50667 | DEFB 10 | Room above (The Front Door)
50668 | DEFB 6 | Room below (Entrance to Hades)
The next three bytes are copied to 33005, but are not used.
50669 | 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.
50672 | DEFB 2,142 | Guardian no. 2 (vertical), base sprite 4, x=14 (40976)
50674 | DEFB 3,139 | Guardian no. 3 (vertical), base sprite 4, x=11 (40984)
50676 | DEFB 3,151 | Guardian no. 3 (vertical), base sprite 4, x=23 (40984)
50678 | DEFB 4,145 | Guardian no. 4 (vertical), base sprite 4, x=17 (40992)
50680 | DEFB 255,0 | Terminator (41976)
50682 | DEFB 0,0 | Nothing (40960)
50684 | DEFB 0,0 | Nothing (40960)
50686 | DEFB 0,0 | Nothing (40960)