Jet Set Willy: Data at DE00

| Data

DE00: Room 0x1E: The Banyan Tree (teleport: 23459)

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.
DE00 | DEFB $00,$00,$00,$A0,$00,$00,$00,$00 | Room layout
DE08 | DEFB $00,$00,$00,$A0,$00,$00,$00,$00
DE10 | DEFB $00,$00,$00,$90,$00,$00,$00,$00
DE18 | DEFB $00,$00,$00,$94,$00,$00,$00,$00
DE20 | DEFB $00,$00,$00,$95,$50,$00,$00,$00
DE28 | DEFB $00,$00,$00,$81,$08,$00,$00,$00
DE30 | DEFB $00,$00,$00,$01,$04,$00,$00,$00
DE38 | DEFB $00,$00,$00,$00,$04,$00,$00,$00
DE40 | DEFB $00,$00,$00,$80,$00,$00,$00,$00
DE48 | DEFB $00,$00,$00,$82,$00,$00,$00,$00
DE50 | DEFB $00,$08,$20,$82,$08,$00,$00,$00
DE58 | DEFB $00,$08,$20,$82,$08,$00,$00,$00
DE60 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$5A,$AA
DE68 | DEFB $AA,$AA,$00,$00,$00,$00,$5A,$AA
DE70 | DEFB $AA,$AA,$00,$00,$00,$00,$5A,$AA
DE78 | DEFB $AA,$AA,$55,$55,$55,$55,$5A,$AA
The next 32 bytes are copied to 8080 and specify the room name.
DE80 | DEFM " The Banyan Tree " | 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.
DEA0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
DEA9 | DEFB $48,$00,$A2,$00,$00,$00,$46,$00,$93 | Floor
DEB2 | DEFB $16,$4A,$29,$25,$49,$92,$A4,$25,$94 | Wall
DEBB | DEFB $0E,$A5,$5A,$A5,$5A,$A5,$5A,$A5,$5A | Nasty (unused)
DEC4 | DEFB $07,$03,$00,$0C,$00,$30,$00,$C0,$00 | Ramp
DECD | 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.
DED6 | DEFB $00 | Direction (left)
DED7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
DED9 | 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.
DEDA | DEFB $01 | Direction (up to the right)
DEDB | DEFW $5F64 | Location in the attribute buffer at 5E00: (11,4)
DEDD | DEFB $08 | Length
The next byte is copied to 80DE and specifies the border colour.
DEDE | DEFB $02 | Border colour
The next two bytes are copied to 80DF, but are not used.
DEDF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
DEE1 | DEFB $05,$38,$45,$82,$82,$82,$44,$38 | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
DEE9 | DEFB $1F | Room to the left (Swimming Pool)
DEEA | DEFB $1D | Room to the right (The Nightmare Room)
DEEB | DEFB $24 | Room above (A bit of tree)
DEEC | DEFB $18 | Room below (West of Kitchen)
The next three bytes are copied to 80ED, but are not used.
DEED | 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.
DEF0 | DEFB $64,$8A | Guardian no. 0x64 (vertical), base sprite 4, x=10 (A320)
DEF2 | DEFB $65,$8D | Guardian no. 0x65 (vertical), base sprite 4, x=13 (A328)
DEF4 | DEFB $66,$10 | Guardian no. 0x66 (vertical), base sprite 0, x=16 (A330)
DEF6 | DEFB $58,$16 | Guardian no. 0x58 (horizontal), base sprite 0, initial x=22 (A2C0)
DEF8 | DEFB $FF,$00 | Terminator (A3F8)
DEFA | DEFB $00,$00 | Nothing (A000)
DEFC | DEFB $00,$00 | Nothing (A000)
DEFE | DEFB $00,$00 | Nothing (A000)