Jet Set Willy: Data at 64256

| Data

64256: Room 59: The Yacht (teleport: 124569)

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.
64256 | DEFB 0,0,0,0,0,0,0,0 | Room layout
64264 | DEFB 0,0,0,0,0,0,0,0
64272 | DEFB 0,0,0,0,0,0,0,0
64280 | DEFB 0,0,0,0,0,0,0,0
64288 | DEFB 0,0,0,0,0,0,0,0
64296 | DEFB 85,96,0,0,0,0,0,0
64304 | DEFB 0,32,0,0,0,0,0,0
64312 | DEFB 0,32,0,0,0,0,0,0
64320 | DEFB 0,32,0,0,0,0,0,0
64328 | DEFB 0,32,3,3,0,192,0,0
64336 | DEFB 85,106,170,170,170,129,85,85
64344 | DEFB 1,0,0,0,2,129,0,0
64352 | DEFB 1,0,0,0,2,129,0,0
64360 | DEFB 1,0,0,0,2,129,0,0
64368 | DEFB 1,0,0,0,2,128,0,0
64376 | DEFB 170,170,170,170,170,128,0,0
The next 32 bytes are copied to 32896 and specify the room name.
64384 | DEFM " The Yacht " | 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.
64416 | DEFB 0,0,0,0,0,0,0,0,0 | Background
64425 | DEFB 6,187,221,221,238,0,0,0,0 | Floor
64434 | DEFB 61,187,119,238,221,187,119,238,221 | Wall
64443 | DEFB 66,126,191,191,110,44,44,173,255 | Nasty
64452 | DEFB 7,128,64,32,16,8,4,2,1 | Ramp
64461 | DEFB 13,224,170,56,1,131,199,124,16 | Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
64470 | DEFB 0 | Direction (left)
64471 | DEFW 24565 | Location in the attribute buffer at 24064: (15,21)
64473 | DEFB 11 | Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
64474 | DEFB 0 | Direction (up to the left)
64475 | DEFW 24362 | Location in the attribute buffer at 24064: (9,10)
64477 | DEFB 5 | Length
The next byte is copied to 32990 and specifies the border colour.
64478 | DEFB 5 | Border colour
The next two bytes are copied to 32991, but are not used.
64479 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
64481 | DEFB 206,241,185,213,239,215,187,255 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
64489 | DEFB 60 | Room to the left (The Bow)
64490 | DEFB 58 | Room to the right (The Beach)
64491 | DEFB 0 | Room above (The Off Licence)
64492 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
64493 | 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.
64496 | DEFB 53,8 | Guardian no. 53 (horizontal), base sprite 0, initial x=8 (41384)
64498 | DEFB 27,21 | Guardian no. 27 (vertical), base sprite 0, x=21 (41176)
64500 | DEFB 255,17 | Terminator (41976)
64502 | DEFB 0,0 | Nothing (40960)
64504 | DEFB 0,0 | Nothing (40960)
64506 | DEFB 0,0 | Nothing (40960)
64508 | DEFB 0,0 | Nothing (40960)
64510 | DEFB 0,0 | Nothing (40960)