Jet Set Willy: Data at E800

| Data

E800: Room 0x28: Dr Jones will never believe this (teleport: 469)

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.
E800 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout
E808 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
E810 | DEFB $00,$00,$00,$EA,$00,$00,$00,$00
E818 | DEFB $00,$00,$00,$AA,$A0,$00,$00,$00
E820 | DEFB $00,$00,$00,$95,$54,$00,$00,$00
E828 | DEFB $00,$0E,$A8,$D5,$15,$00,$00,$00
E830 | DEFB $00,$0A,$AA,$81,$AA,$00,$00,$00
E838 | DEFB $00,$05,$50,$90,$A8,$20,$00,$00
E840 | DEFB $50,$05,$50,$81,$A0,$00,$00,$00
E848 | DEFB $00,$0A,$50,$90,$A0,$00,$00,$00
E850 | DEFB $04,$0A,$50,$81,$80,$40,$00,$00
E858 | DEFB $00,$12,$50,$90,$80,$00,$00,$00
E860 | DEFB $00,$42,$50,$01,$80,$10,$00,$10
E868 | DEFB $00,$02,$00,$01,$80,$00,$40,$00
E870 | DEFB $00,$02,$94,$01,$90,$00,$00,$00
E878 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
E880 | DEFM "Dr Jones will never believe this" | 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.
E8A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
E8A9 | DEFB $02,$FE,$55,$2A,$AA,$55,$AA,$AA,$FF | Floor
E8B2 | DEFB $1F,$11,$44,$22,$88,$11,$44,$22,$88 | Wall
E8BB | DEFB $43,$01,$04,$22,$08,$11,$44,$22,$88 | Nasty
E8C4 | DEFB $05,$40,$90,$24,$48,$12,$24,$09,$02 | Ramp
E8CD | DEFB $26,$A5,$00,$A5,$00,$AA,$FF,$FF,$55 | Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
E8D6 | DEFB $00 | Direction (left)
E8D7 | DEFW $5FE0 | Location in the attribute buffer at 5E00: (15,0)
E8D9 | DEFB $20 | Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
E8DA | DEFB $00 | Direction (up to the left)
E8DB | DEFW $5F58 | Location in the attribute buffer at 5E00: (10,24)
E8DD | DEFB $05 | Length
The next byte is copied to 80DE and specifies the border colour.
E8DE | DEFB $01 | Border colour
The next two bytes are copied to 80DF, but are not used.
E8DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
E8E1 | DEFB $F0,$F0,$78,$B8,$4C,$32,$0D,$03 | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
E8E9 | DEFB $29 | Room to the left (The Attic)
E8EA | DEFB $27 | Room to the right (Emergency Generator)
E8EB | DEFB $10 | Room above (We must perform a Quirkafleeg)
E8EC | DEFB $00 | Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
E8ED | 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.
E8F0 | DEFB $1B,$92 | Guardian no. 0x1B (vertical), base sprite 4, x=18 (A0D8)
E8F2 | DEFB $0B,$0A | Guardian no. 0x0B (vertical), base sprite 0, x=10 (A058)
E8F4 | DEFB $FF,$00 | Terminator (A3F8)
E8F6 | DEFB $00,$00 | Nothing (A000)
E8F8 | DEFB $00,$00 | Nothing (A000)
E8FA | DEFB $00,$00 | Nothing (A000)
E8FC | DEFB $00,$00 | Nothing (A000)
E8FE | DEFB $00,$00 | Nothing (A000)