Jet Set Willy: Data at EE00

| Data

EE00: Room 0x2E: Tree Root (teleport: 23469)

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.
EE00 | DEFB $AA,$0A,$AA,$AA,$AA,$AA,$AA,$AA | Room layout
EE08 | DEFB $AA,$0A,$AA,$AA,$AA,$AA,$AA,$AA
EE10 | DEFB $AA,$0A,$AA,$AA,$AA,$AA,$AA,$AA
EE18 | DEFB $AA,$0A,$A0,$AA,$AA,$AA,$AA,$AA
EE20 | DEFB $AA,$0A,$A0,$AA,$00,$A0,$00,$0A
EE28 | DEFB $AA,$0A,$A0,$AA,$00,$A0,$00,$0A
EE30 | DEFB $AA,$0A,$A0,$00,$00,$A0,$00,$0A
EE38 | DEFB $AA,$0A,$A0,$00,$00,$A0,$00,$0A
EE40 | DEFB $00,$00,$05,$00,$00,$A0,$00,$0A
EE48 | DEFB $00,$00,$00,$00,$00,$00,$00,$0A
EE50 | DEFB $00,$00,$00,$00,$00,$00,$00,$2A
EE58 | DEFB $00,$00,$00,$01,$55,$55,$40,$AA
EE60 | DEFB $00,$00,$00,$00,$00,$00,$02,$AA
EE68 | DEFB $00,$00,$00,$00,$00,$00,$0A,$AA
EE70 | DEFB $00,$0C,$03,$03,$00,$30,$2A,$AA
EE78 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
EE80 | DEFM " Tree Root " | 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.
EEA0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
EEA9 | DEFB $06,$FF,$FF,$00,$00,$00,$00,$00,$00 | Floor
EEB2 | DEFB $0A,$66,$99,$24,$24,$77,$88,$8D,$72 | Wall
EEBB | DEFB $02,$1C,$2A,$5F,$7D,$BE,$FE,$D2,$7C | Nasty
EEC4 | DEFB $43,$03,$02,$0D,$02,$31,$08,$D5,$22 | Ramp
EECD | DEFB $04,$EE,$AA,$38,$FF,$FF,$10,$10,$38 | Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
EED6 | DEFB $00 | Direction (left)
EED7 | DEFW $5F40 | Location in the attribute buffer at 5E00: (10,0)
EED9 | DEFB $0D | Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
EEDA | DEFB $01 | Direction (up to the right)
EEDB | DEFW $5FD8 | Location in the attribute buffer at 5E00: (14,24)
EEDD | DEFB $06 | Length
The next byte is copied to 80DE and specifies the border colour.
EEDE | DEFB $01 | Border colour
The next two bytes are copied to 80DF, but are not used.
EEDF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
EEE1 | DEFB $02,$1D,$22,$5E,$BE,$7C,$38,$10 | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
EEE9 | DEFB $2D | Room to the left (Under the Drive)
EEEA | DEFB $2F | Room to the right ([)
EEEB | DEFB $03 | Room above (At the Foot of the MegaTree)
EEEC | DEFB $00 | Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
EEED | 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.
EEF0 | DEFB $1E,$84 | Guardian no. 0x1E (vertical), base sprite 4, x=4 (A0F0)
EEF2 | DEFB $28,$0D | Guardian no. 0x28 (vertical), base sprite 0, x=13 (A140)
EEF4 | DEFB $23,$13 | Guardian no. 0x23 (horizontal), base sprite 0, initial x=19 (A118)
EEF6 | DEFB $1F,$59 | Guardian no. 0x1F (vertical), base sprite 2, x=25 (A0F8)
EEF8 | DEFB $FF,$00 | Terminator (A3F8)
EEFA | DEFB $00,$00 | Nothing (A000)
EEFC | DEFB $00,$00 | Nothing (A000)
EEFE | DEFB $00,$00 | Nothing (A000)