Jet Set Willy: Data at 57856

| Data

57856: Room 34: Top Landing (teleport: 269)

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.
57856 | DEFB 170,170,170,170,170,170,170,170 | Room layout
57864 | DEFB 170,170,170,170,170,170,170,170
57872 | DEFB 160,0,0,0,0,0,0,10
57880 | DEFB 160,0,0,0,0,0,0,0
57888 | DEFB 165,80,85,5,85,85,0,0
57896 | DEFB 160,0,0,0,0,0,170,170
57904 | DEFB 160,0,0,0,0,0,0,10
57912 | DEFB 160,0,0,0,0,0,0,10
57920 | DEFB 165,80,85,5,85,0,0,10
57928 | DEFB 160,0,0,0,0,0,0,10
57936 | DEFB 160,0,0,0,0,0,0,10
57944 | DEFB 160,0,0,0,0,0,0,10
57952 | DEFB 165,80,85,5,64,0,0,10
57960 | DEFB 0,0,0,0,0,0,0,0
57968 | DEFB 0,0,0,0,0,0,0,0
57976 | DEFB 85,85,85,85,85,5,85,85
The next 32 bytes are copied to 32896 and specify the room name.
57984 | DEFM " Top Landing " | 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.
58016 | DEFB 0,0,0,0,0,0,0,0,0 | Background
58025 | DEFB 6,255,170,85,255,0,0,0,0 | Floor
58034 | DEFB 26,105,144,144,105,150,105,105,150 | Wall
58043 | DEFB 255,0,0,0,0,0,0,0,0 | Nasty (unused)
58052 | DEFB 7,7,2,60,8,112,32,192,128 | Ramp
58061 | 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.
58070 | DEFB 0 | Direction (left)
58071 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
58073 | 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.
58074 | DEFB 1 | Direction (up to the right)
58075 | DEFW 24433 | Location in the attribute buffer at 24064: (11,17)
58077 | DEFB 7 | Length
The next byte is copied to 32990 and specifies the border colour.
58078 | DEFB 1 | Border colour
The next two bytes are copied to 32991, but are not used.
58079 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
58081 | DEFB 24,36,164,202,149,10,21,10 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
58089 | DEFB 35 | Room to the left (Master Bedroom)
58090 | DEFB 33 | Room to the right (The Bathroom)
58091 | DEFB 40 | Room above (Dr Jones will never believe this)
58092 | DEFB 28 | Room below (First Landing)
The next three bytes are copied to 33005, but are not used.
58093 | 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.
58096 | DEFB 58,134 | Guardian no. 58 (vertical), base sprite 4, x=6 (41424)
58098 | DEFB 19,108 | Guardian no. 19 (vertical), base sprite 3, x=12 (41112)
58100 | DEFB 36,16 | Guardian no. 36 (horizontal), base sprite 0, initial x=16 (41248)
58102 | DEFB 255,0 | Terminator (41976)
58104 | DEFB 0,0 | Nothing (40960)
58106 | DEFB 0,0 | Nothing (40960)
58108 | DEFB 0,0 | Nothing (40960)
58110 | DEFB 0,0 | Nothing (40960)