Jet Set Willy: Data at 60416

| Data

60416: Room 44: On top of the house (teleport: 3469)

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.
60416 | DEFB 0,0,0,0,0,0,0,0 | Room layout
60424 | DEFB 0,0,0,0,0,0,0,0
60432 | DEFB 0,0,0,0,0,0,0,0
60440 | DEFB 0,0,0,0,0,0,0,0
60448 | DEFB 0,0,0,0,0,0,0,0
60456 | DEFB 146,0,0,0,4,0,0,0
60464 | DEFB 144,0,0,0,16,0,0,0
60472 | DEFB 144,0,0,0,64,0,0,0
60480 | DEFB 146,0,0,1,0,0,0,0
60488 | DEFB 146,128,0,4,0,0,0,0
60496 | DEFB 146,160,130,16,0,0,0,0
60504 | DEFB 146,170,170,64,0,0,0,0
60512 | DEFB 146,170,170,0,0,0,0,0
60520 | DEFB 16,0,0,0,0,0,0,0
60528 | DEFB 0,0,0,0,0,0,0,0
60536 | DEFB 170,170,170,0,0,0,0,0
The next 32 bytes are copied to 32896 and specify the room name.
60544 | DEFM " On top of the house " | 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.
60576 | DEFB 8,0,0,0,0,0,0,0,0 | Background
60585 | DEFB 14,160,64,128,0,0,0,0,0 | Floor
60594 | DEFB 75,81,170,0,170,21,170,0,170 | Wall
60603 | DEFB 255,0,0,0,0,0,0,0,0 | Nasty (unused)
60612 | DEFB 15,1,3,6,13,26,52,104,208 | Ramp
60621 | 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.
60630 | DEFB 0 | Direction (left)
60631 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
60633 | 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.
60634 | DEFB 1 | Direction (up to the right)
60635 | DEFW 24396 | Location in the attribute buffer at 24064: (10,12)
60637 | DEFB 6 | Length
The next byte is copied to 32990 and specifies the border colour.
60638 | DEFB 3 | Border colour
The next two bytes are copied to 32991, but are not used.
60639 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
60641 | DEFB 0,0,24,20,26,53,107,208 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
60649 | DEFB 14 | Room to the left (Rescue Esmerelda)
60650 | DEFB 0 | Room to the right (The Off Licence)
60651 | DEFB 0 | Room above (The Off Licence)
60652 | DEFB 38 | Room below (Priests' Hole)
The next three bytes are copied to 33005, but are not used.
60653 | 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.
60656 | DEFB 29,20 | Guardian no. 29 (vertical), base sprite 0, x=20 (41192)
60658 | DEFB 255,0 | Terminator (41976)
60660 | DEFB 0,0 | Nothing (40960)
60662 | DEFB 0,0 | Nothing (40960)
60664 | DEFB 0,0 | Nothing (40960)
60666 | DEFB 0,0 | Nothing (40960)
60668 | DEFB 0,0 | Nothing (40960)
60670 | DEFB 0,0 | Nothing (40960)