Jet Set Willy: Data at 59392

| Data

59392: Room 40: Dr Jones will never believe this (teleport: 469)

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.
59392 | DEFB 0,0,0,0,0,0,0,0 | Room layout
59400 | DEFB 0,0,0,0,0,0,0,0
59408 | DEFB 0,0,0,234,0,0,0,0
59416 | DEFB 0,0,0,170,160,0,0,0
59424 | DEFB 0,0,0,149,84,0,0,0
59432 | DEFB 0,14,168,213,21,0,0,0
59440 | DEFB 0,10,170,129,170,0,0,0
59448 | DEFB 0,5,80,144,168,32,0,0
59456 | DEFB 80,5,80,129,160,0,0,0
59464 | DEFB 0,10,80,144,160,0,0,0
59472 | DEFB 4,10,80,129,128,64,0,0
59480 | DEFB 0,18,80,144,128,0,0,0
59488 | DEFB 0,66,80,1,128,16,0,16
59496 | DEFB 0,2,0,1,128,0,64,0
59504 | DEFB 0,2,148,1,144,0,0,0
59512 | DEFB 0,0,0,0,0,0,0,0
The next 32 bytes are copied to 32896 and specify the room name.
59520 | DEFM "Dr Jones will never believe this" | 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.
59552 | DEFB 0,0,0,0,0,0,0,0,0 | Background
59561 | DEFB 2,254,85,42,170,85,170,170,255 | Floor
59570 | DEFB 31,17,68,34,136,17,68,34,136 | Wall
59579 | DEFB 67,1,4,34,8,17,68,34,136 | Nasty
59588 | DEFB 5,64,144,36,72,18,36,9,2 | Ramp
59597 | DEFB 38,165,0,165,0,170,255,255,85 | Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
59606 | DEFB 0 | Direction (left)
59607 | DEFW 24544 | Location in the attribute buffer at 24064: (15,0)
59609 | DEFB 32 | Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
59610 | DEFB 0 | Direction (up to the left)
59611 | DEFW 24408 | Location in the attribute buffer at 24064: (10,24)
59613 | DEFB 5 | Length
The next byte is copied to 32990 and specifies the border colour.
59614 | DEFB 1 | Border colour
The next two bytes are copied to 32991, but are not used.
59615 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
59617 | DEFB 240,240,120,184,76,50,13,3 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
59625 | DEFB 41 | Room to the left (The Attic)
59626 | DEFB 39 | Room to the right (Emergency Generator)
59627 | DEFB 16 | Room above (We must perform a Quirkafleeg)
59628 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
59629 | 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.
59632 | DEFB 27,146 | Guardian no. 27 (vertical), base sprite 4, x=18 (41176)
59634 | DEFB 11,10 | Guardian no. 11 (vertical), base sprite 0, x=10 (41048)
59636 | DEFB 255,0 | Terminator (41976)
59638 | DEFB 0,0 | Nothing (40960)
59640 | DEFB 0,0 | Nothing (40960)
59642 | DEFB 0,0 | Nothing (40960)
59644 | DEFB 0,0 | Nothing (40960)
59646 | DEFB 0,0 | Nothing (40960)