Jet Set Willy: Data at 59136

| Data

59136: Room 39: Emergency Generator (teleport: 12369)

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.
59136 | DEFB 0,0,0,0,0,0,0,10 | Room layout
59144 | DEFB 0,0,0,0,0,0,0,10
59152 | DEFB 0,0,0,0,0,0,0,10
59160 | DEFB 0,0,0,0,0,0,0,0
59168 | DEFB 0,0,0,0,0,0,0,0
59176 | DEFB 0,5,0,0,0,0,80,10
59184 | DEFB 0,5,0,0,0,0,80,3
59192 | DEFB 0,5,0,0,0,0,80,3
59200 | DEFB 0,5,0,0,0,0,80,3
59208 | DEFB 0,5,0,0,0,0,80,3
59216 | DEFB 0,42,128,0,0,2,168,3
59224 | DEFB 0,40,128,0,0,2,40,3
59232 | DEFB 0,170,170,170,170,170,170,3
59240 | DEFB 0,170,42,138,162,168,170,3
59248 | DEFB 0,170,170,170,170,170,170,3
59256 | DEFB 170,170,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
59264 | DEFM " Emergency Generator " | 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.
59296 | DEFB 8,0,0,0,0,0,0,0,0 | Background
59305 | DEFB 47,102,102,102,102,102,102,102,102 | Floor
59314 | DEFB 51,191,21,0,81,251,81,0,21 | Wall
59323 | DEFB 13,255,63,3,31,127,31,3,63 | Nasty
59332 | DEFB 15,3,0,12,0,48,0,192,0 | Ramp
59341 | DEFB 22,170,84,170,84,40,16,40,16 | Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
59350 | DEFB 0 | Direction (left)
59351 | DEFW 24425 | Location in the attribute buffer at 24064: (11,9)
59353 | DEFB 14 | Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
59354 | DEFB 1 | Direction (up to the right)
59355 | DEFW 24402 | Location in the attribute buffer at 24064: (10,18)
59357 | DEFB 6 | Length
The next byte is copied to 32990 and specifies the border colour.
59358 | DEFB 2 | Border colour
The next two bytes are copied to 32991, but are not used.
59359 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
59361 | 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.
59369 | DEFB 40 | Room to the left (Dr Jones will never believe this)
59370 | DEFB 38 | Room to the right (Priests' Hole)
59371 | DEFB 14 | Room above (Rescue Esmerelda)
59372 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
59373 | 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.
59376 | DEFB 26,8 | Guardian no. 26 (horizontal), base sprite 0, initial x=8 (41168)
59378 | DEFB 255,0 | Terminator (41976)
59380 | DEFB 0,0 | Nothing (40960)
59382 | DEFB 0,0 | Nothing (40960)
59384 | DEFB 0,0 | Nothing (40960)
59386 | DEFB 0,0 | Nothing (40960)
59388 | DEFB 0,0 | Nothing (40960)
59390 | DEFB 0,0 | Nothing (40960)