Jet Set Willy: Data at DC00

| Data

DC00: Room 0x1C: First Landing (teleport: 3459)

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.
DC00 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$00 | Room layout
DC08 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$00
DC10 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$00
DC18 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$30
DC20 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$FC
DC28 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$30
DC30 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$30
DC38 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$30
DC40 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$00
DC48 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$00
DC50 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$00
DC58 | DEFB $A0,$00,$00,$00,$00,$00,$A0,$00
DC60 | DEFB $A0,$00,$00,$00,$00,$00,$00,$00
DC68 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
DC70 | DEFB $00,$00,$00,$00,$00,$00,$99,$99
DC78 | DEFB $55,$55,$55,$55,$55,$50,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
DC80 | DEFM " First Landing " | 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.
DCA0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
DCA9 | DEFB $04,$FF,$AA,$55,$80,$5D,$94,$5D,$80 | Floor
DCB2 | DEFB $0E,$22,$55,$00,$55,$88,$55,$00,$22 | Wall
DCBB | DEFB $D6,$7E,$81,$A5,$99,$99,$A5,$81,$7E | Nasty
DCC4 | DEFB $07,$03,$03,$0C,$0C,$30,$30,$C0,$C0 | Ramp
DCCD | 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.
DCD6 | DEFB $00 | Direction (left)
DCD7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
DCD9 | 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.
DCDA | DEFB $01 | Direction (up to the right)
DCDB | DEFW $5FC9 | Location in the attribute buffer at 5E00: (14,9)
DCDD | DEFB $0F | Length
The next byte is copied to 80DE and specifies the border colour.
DCDE | DEFB $03 | Border colour
The next two bytes are copied to 80DF, but are not used.
DCDF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
DCE1 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
DCE9 | DEFB $1D | Room to the left (The Nightmare Room)
DCEA | DEFB $1B | Room to the right (The Chapel)
DCEB | DEFB $22 | Room above (Top Landing)
DCEC | DEFB $16 | Room below (To the Kitchens Main Stairway)
The next three bytes are copied to 80ED, but are not used.
DCED | 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.
DCF0 | DEFB $43,$19 | Guardian no. 0x43 (horizontal), base sprite 0, initial x=25 (A218)
DCF2 | DEFB $FF,$00 | Terminator (A3F8)
DCF4 | DEFB $00,$00 | Nothing (A000)
DCF6 | DEFB $00,$00 | Nothing (A000)
DCF8 | DEFB $00,$00 | Nothing (A000)
DCFA | DEFB $00,$00 | Nothing (A000)
DCFC | DEFB $00,$00 | Nothing (A000)
DCFE | DEFB $00,$00 | Nothing (A000)