Jet Set Willy: Data at E000

| Data

E000: Room 0x20: Halfway up the East Wall (teleport: 69)

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.
E000 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00 | Room layout
E008 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
E010 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
E018 | DEFB $A0,$08,$00,$00,$00,$00,$00,$00
E020 | DEFB $80,$0A,$00,$00,$00,$00,$00,$00
E028 | DEFB $80,$1A,$80,$00,$00,$00,$00,$00
E030 | DEFB $A0,$00,$20,$00,$00,$00,$00,$00
E038 | DEFB $A0,$00,$28,$00,$00,$00,$00,$00
E040 | DEFB $A0,$4A,$AA,$00,$00,$00,$00,$00
E048 | DEFB $A0,$0A,$AA,$00,$00,$00,$00,$00
E050 | DEFB $A0,$10,$0A,$00,$00,$00,$00,$00
E058 | DEFB $A4,$00,$0A,$00,$00,$00,$00,$00
E060 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
E068 | DEFB $A0,$04,$0A,$00,$00,$00,$00,$00
E070 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
E078 | DEFB $A0,$00,$1A,$00,$00,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
E080 | DEFM "Halfway up the East Wall " | 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.
E0A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
E0A9 | DEFB $05,$FF,$FF,$5A,$99,$BD,$5A,$3C,$5A | Floor
E0B2 | DEFB $0F,$33,$11,$44,$CC,$33,$11,$44,$CC | Wall
E0BB | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Nasty (unused)
E0C4 | DEFB $07,$80,$C0,$E0,$70,$B8,$1C,$4E,$C7 | Ramp
E0CD | DEFB $07,$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.
E0D6 | DEFB $01 | Direction (right)
E0D7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
E0D9 | 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.
E0DA | DEFB $00 | Direction (up to the left)
E0DB | DEFW $5EEB | Location in the attribute buffer at 5E00: (7,11)
E0DD | DEFB $06 | Length
The next byte is copied to 80DE and specifies the border colour.
E0DE | DEFB $02 | Border colour
The next two bytes are copied to 80DF, but are not used.
E0DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
E0E1 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Item graphic (unused)
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
E0E9 | DEFB $21 | Room to the left (The Bathroom)
E0EA | DEFB $00 | Room to the right (The Off Licence)
E0EB | DEFB $26 | Room above (Priests' Hole)
E0EC | DEFB $1A | Room below (East Wall Base)
The next three bytes are copied to 80ED, but are not used.
E0ED | 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.
E0F0 | DEFB $26,$04 | Guardian no. 0x26 (horizontal), base sprite 0, initial x=4 (A130)
E0F2 | DEFB $FF,$00 | Terminator (A3F8)
E0F4 | DEFB $00,$00 | Nothing (A000)
E0F6 | DEFB $00,$00 | Nothing (A000)
E0F8 | DEFB $00,$00 | Nothing (A000)
E0FA | DEFB $00,$00 | Nothing (A000)
E0FC | DEFB $00,$00 | Nothing (A000)
E0FE | DEFB $00,$00 | Nothing (A000)