Jet Set Willy: Data at 58880

| Data

58880: Room 38: Priests' Hole (teleport: 2369)

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.
58880 | DEFB 160,0,10,0,0,0,0,0 | Room layout
58888 | DEFB 160,0,10,0,0,0,0,0
58896 | DEFB 160,0,10,0,0,0,0,0
58904 | DEFB 0,0,10,0,0,0,0,0
58912 | DEFB 0,0,10,0,0,0,0,0
58920 | DEFB 165,0,90,0,0,0,0,0
58928 | DEFB 160,0,10,0,0,0,0,0
58936 | DEFB 161,0,10,0,0,0,0,0
58944 | DEFB 160,0,74,0,0,0,0,0
58952 | DEFB 160,0,10,0,0,0,0,0
58960 | DEFB 161,0,0,0,0,0,0,0
58968 | DEFB 160,0,0,0,0,0,0,0
58976 | DEFB 160,0,90,0,0,0,0,0
58984 | DEFB 160,0,10,0,0,0,0,0
58992 | DEFB 160,64,10,0,0,0,0,0
59000 | DEFB 160,1,10,0,0,0,0,0
The next 32 bytes are copied to 32896 and specify the room name.
59008 | DEFM " Priests' Hole " | 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.
59040 | DEFB 0,0,0,0,0,0,0,0,0 | Background
59049 | DEFB 6,85,85,93,215,112,0,0,0 | Floor
59058 | DEFB 42,34,17,68,136,34,17,68,136 | Wall
59067 | DEFB 255,0,0,0,0,0,0,0,0 | Nasty (unused)
59076 | DEFB 255,0,0,0,0,0,0,0,0 | Ramp (unused)
59085 | 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.
59094 | DEFB 0 | Direction (left)
59095 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
59097 | 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.
59098 | DEFB 0 | Direction (up to the left)
59099 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
59101 | DEFB 0 | Length: 0 (there is no ramp in this room)
The next byte is copied to 32990 and specifies the border colour.
59102 | DEFB 2 | Border colour
The next two bytes are copied to 32991, but are not used.
59103 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
59105 | DEFB 191,191,187,177,187,187,191,191 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
59113 | DEFB 39 | Room to the left (Emergency Generator)
59114 | DEFB 0 | Room to the right (The Off Licence)
59115 | DEFB 60 | Room above (The Bow)
59116 | DEFB 32 | Room below (Halfway up the East Wall)
The next three bytes are copied to 33005, but are not used.
59117 | 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.
59120 | DEFB 16,132 | Guardian no. 16 (vertical), base sprite 4, x=4 (41088)
59122 | DEFB 17,166 | Guardian no. 17 (vertical), base sprite 5, x=6 (41096)
59124 | DEFB 18,197 | Guardian no. 18 (vertical), base sprite 6, x=5 (41104)
59126 | DEFB 37,22 | Guardian no. 37 (horizontal), base sprite 0, initial x=22 (41256)
59128 | DEFB 255,0 | Terminator (41976)
59130 | DEFB 0,0 | Nothing (40960)
59132 | DEFB 0,0 | Nothing (40960)
59134 | DEFB 0,0 | Nothing (40960)