Jet Set Willy: Data at 50688

| Data

50688: Room 6: Entrance to Hades (teleport: 239)

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.
50688 | DEFB 160,0,0,0,0,0,0,0 | Room layout
50696 | DEFB 160,0,0,0,0,0,0,0
50704 | DEFB 160,0,0,21,4,85,0,0
50712 | DEFB 160,0,0,16,68,67,0,0
50720 | DEFB 160,0,0,16,68,84,0,0
50728 | DEFB 160,0,0,16,68,64,0,0
50736 | DEFB 160,0,0,21,4,85,0,0
50744 | DEFB 160,0,0,12,12,48,0,0
50752 | DEFB 160,0,0,0,0,0,0,0
50760 | DEFB 160,1,1,4,20,21,4,16
50768 | DEFB 160,1,69,17,17,4,17,16
50776 | DEFB 160,1,17,17,20,4,17,16
50784 | DEFB 160,1,49,17,17,4,21,16
50792 | DEFB 160,1,1,4,17,4,17,21
50800 | DEFB 160,3,3,12,51,12,51,12
50808 | DEFB 160,0,0,0,0,0,0,0
The next 32 bytes are copied to 32896 and specify the room name.
50816 | DEFM " Entrance to Hades " | 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.
50848 | DEFB 52,0,0,0,0,0,0,0,0 | Background
50857 | DEFB 163,160,20,130,80,10,65,40,5 | Floor
50866 | DEFB 99,187,187,56,187,187,187,131,187 | Wall
50875 | DEFB 50,191,92,88,48,40,88,72,48 | Nasty
50884 | DEFB 7,64,64,16,16,4,4,1,1 | Ramp (unused)
50893 | DEFB 255,0,0,0,0,0,0,0,0 | Conveyor (unused)
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
50902 | DEFB 0 | Direction (left)
50903 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
50905 | DEFB 0 | Length: 0 (there is no conveyor in this room)
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
50906 | DEFB 0 | Direction (up to the left)
50907 | DEFW 24519 | Location in the attribute buffer at 24064: (14,7)
50909 | DEFB 0 | Length: 0 (there is no ramp in this room)
The next byte is copied to 32990 and specifies the border colour.
50910 | DEFB 2 | Border colour
The next two bytes are copied to 32991, but are not used.
50911 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
50913 | 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.
50921 | DEFB 14 | Room to the left (Rescue Esmerelda)
50922 | DEFB 5 | Room to the right (The Security Guard)
50923 | DEFB 0 | Room above (The Off Licence)
50924 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
50925 | 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.
50928 | DEFB 16,130 | Guardian no. 16 (vertical), base sprite 4, x=2 (41088)
50930 | DEFB 17,164 | Guardian no. 17 (vertical), base sprite 5, x=4 (41096)
50932 | DEFB 18,195 | Guardian no. 18 (vertical), base sprite 6, x=3 (41104)
50934 | DEFB 255,0 | Terminator (41976)
50936 | DEFB 0,0 | Nothing (40960)
50938 | DEFB 0,0 | Nothing (40960)
50940 | DEFB 0,0 | Nothing (40960)
50942 | DEFB 0,0 | Nothing (40960)