Jet Set Willy: Data at E700

| Data

E700: Room 0x27: Emergency Generator (teleport: 12369)

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.
E700 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A | Room layout
E708 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A
E710 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A
E718 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
E720 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
E728 | DEFB $00,$05,$00,$00,$00,$00,$50,$0A
E730 | DEFB $00,$05,$00,$00,$00,$00,$50,$03
E738 | DEFB $00,$05,$00,$00,$00,$00,$50,$03
E740 | DEFB $00,$05,$00,$00,$00,$00,$50,$03
E748 | DEFB $00,$05,$00,$00,$00,$00,$50,$03
E750 | DEFB $00,$2A,$80,$00,$00,$02,$A8,$03
E758 | DEFB $00,$28,$80,$00,$00,$02,$28,$03
E760 | DEFB $00,$AA,$AA,$AA,$AA,$AA,$AA,$03
E768 | DEFB $00,$AA,$2A,$8A,$A2,$A8,$AA,$03
E770 | DEFB $00,$AA,$AA,$AA,$AA,$AA,$AA,$03
E778 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
E780 | DEFM " Emergency Generator " | 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.
E7A0 | DEFB $08,$00,$00,$00,$00,$00,$00,$00,$00 | Background
E7A9 | DEFB $2F,$66,$66,$66,$66,$66,$66,$66,$66 | Floor
E7B2 | DEFB $33,$BF,$15,$00,$51,$FB,$51,$00,$15 | Wall
E7BB | DEFB $0D,$FF,$3F,$03,$1F,$7F,$1F,$03,$3F | Nasty
E7C4 | DEFB $0F,$03,$00,$0C,$00,$30,$00,$C0,$00 | Ramp
E7CD | DEFB $16,$AA,$54,$AA,$54,$28,$10,$28,$10 | Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
E7D6 | DEFB $00 | Direction (left)
E7D7 | DEFW $5F69 | Location in the attribute buffer at 5E00: (11,9)
E7D9 | DEFB $0E | Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
E7DA | DEFB $01 | Direction (up to the right)
E7DB | DEFW $5F52 | Location in the attribute buffer at 5E00: (10,18)
E7DD | DEFB $06 | Length
The next byte is copied to 80DE and specifies the border colour.
E7DE | DEFB $02 | Border colour
The next two bytes are copied to 80DF, but are not used.
E7DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
E7E1 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Item graphic (unused)
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
E7E9 | DEFB $28 | Room to the left (Dr Jones will never believe this)
E7EA | DEFB $26 | Room to the right (Priests' Hole)
E7EB | DEFB $0E | Room above (Rescue Esmerelda)
E7EC | DEFB $00 | Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
E7ED | 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.
E7F0 | DEFB $1A,$08 | Guardian no. 0x1A (horizontal), base sprite 0, initial x=8 (A0D0)
E7F2 | DEFB $FF,$00 | Terminator (A3F8)
E7F4 | DEFB $00,$00 | Nothing (A000)
E7F6 | DEFB $00,$00 | Nothing (A000)
E7F8 | DEFB $00,$00 | Nothing (A000)
E7FA | DEFB $00,$00 | Nothing (A000)
E7FC | DEFB $00,$00 | Nothing (A000)
E7FE | DEFB $00,$00 | Nothing (A000)