Jet Set Willy: Data at DF00

| Data

DF00: Room 0x1F: Swimming Pool (teleport: 123459)

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.
DF00 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout
DF08 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
DF10 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
DF18 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
DF20 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
DF28 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
DF30 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
DF38 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
DF40 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
DF48 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
DF50 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
DF58 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
DF60 | DEFB $AA,$55,$55,$55,$55,$55,$54,$AA
DF68 | DEFB $AA,$55,$55,$55,$55,$55,$52,$AA
DF70 | DEFB $AA,$55,$55,$55,$55,$55,$4A,$AA
DF78 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
DF80 | DEFM " Swimming Pool " | 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.
DFA0 | DEFB $07,$00,$00,$00,$00,$00,$00,$00,$00 | Background
DFA9 | DEFB $29,$00,$00,$00,$00,$00,$00,$00,$00 | Floor
DFB2 | DEFB $3A,$44,$44,$BB,$44,$44,$44,$BB,$44 | Wall
DFBB | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Nasty (unused)
DFC4 | DEFB $2F,$03,$03,$0F,$0F,$3F,$3F,$FF,$FF | Ramp
DFCD | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Conveyor (unused)
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
DFD6 | DEFB $00 | Direction (left)
DFD7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
DFD9 | DEFB $00 | Length: 0 (there is no conveyor in this room)
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
DFDA | DEFB $01 | Direction (up to the right)
DFDB | DEFW $5FD9 | Location in the attribute buffer at 5E00: (14,25)
DFDD | DEFB $03 | Length
The next byte is copied to 80DE and specifies the border colour.
DFDE | DEFB $02 | Border colour
The next two bytes are copied to 80DF, but are not used.
DFDF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
DFE1 | DEFB $70,$20,$20,$50,$50,$88,$88,$88 | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
DFE9 | DEFB $36 | Room to the left (West Wing)
DFEA | DEFB $1E | Room to the right (The Banyan Tree)
DFEB | DEFB $25 | Room above (Orangery)
DFEC | DEFB $00 | Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
DFED | 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.
DFF0 | DEFB $4E,$0C | Guardian no. 0x4E (horizontal), base sprite 0, initial x=12 (A270)
DFF2 | DEFB $01,$10 | Rope at x=16 (A008)
DFF4 | DEFB $FF,$00 | Terminator (A3F8)
DFF6 | DEFB $00,$00 | Nothing (A000)
DFF8 | DEFB $00,$00 | Nothing (A000)
DFFA | DEFB $00,$00 | Nothing (A000)
DFFC | DEFB $00,$00 | Nothing (A000)
DFFE | DEFB $00,$00 | Nothing (A000)