Jet Set Willy: Data at FB00

| Data

FB00: Room 0x3B: The Yacht (teleport: 124569)

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.
FB00 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout
FB08 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
FB10 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
FB18 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
FB20 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
FB28 | DEFB $55,$60,$00,$00,$00,$00,$00,$00
FB30 | DEFB $00,$20,$00,$00,$00,$00,$00,$00
FB38 | DEFB $00,$20,$00,$00,$00,$00,$00,$00
FB40 | DEFB $00,$20,$00,$00,$00,$00,$00,$00
FB48 | DEFB $00,$20,$03,$03,$00,$C0,$00,$00
FB50 | DEFB $55,$6A,$AA,$AA,$AA,$81,$55,$55
FB58 | DEFB $01,$00,$00,$00,$02,$81,$00,$00
FB60 | DEFB $01,$00,$00,$00,$02,$81,$00,$00
FB68 | DEFB $01,$00,$00,$00,$02,$81,$00,$00
FB70 | DEFB $01,$00,$00,$00,$02,$80,$00,$00
FB78 | DEFB $AA,$AA,$AA,$AA,$AA,$80,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
FB80 | DEFM " The Yacht " | 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.
FBA0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
FBA9 | DEFB $06,$BB,$DD,$DD,$EE,$00,$00,$00,$00 | Floor
FBB2 | DEFB $3D,$BB,$77,$EE,$DD,$BB,$77,$EE,$DD | Wall
FBBB | DEFB $42,$7E,$BF,$BF,$6E,$2C,$2C,$AD,$FF | Nasty
FBC4 | DEFB $07,$80,$40,$20,$10,$08,$04,$02,$01 | Ramp
FBCD | DEFB $0D,$E0,$AA,$38,$01,$83,$C7,$7C,$10 | Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
FBD6 | DEFB $00 | Direction (left)
FBD7 | DEFW $5FF5 | Location in the attribute buffer at 5E00: (15,21)
FBD9 | DEFB $0B | Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
FBDA | DEFB $00 | Direction (up to the left)
FBDB | DEFW $5F2A | Location in the attribute buffer at 5E00: (9,10)
FBDD | DEFB $05 | Length
The next byte is copied to 80DE and specifies the border colour.
FBDE | DEFB $05 | Border colour
The next two bytes are copied to 80DF, but are not used.
FBDF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
FBE1 | DEFB $CE,$F1,$B9,$D5,$EF,$D7,$BB,$FF | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
FBE9 | DEFB $3C | Room to the left (The Bow)
FBEA | DEFB $3A | Room to the right (The Beach)
FBEB | DEFB $00 | Room above (The Off Licence)
FBEC | DEFB $00 | Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
FBED | 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.
FBF0 | DEFB $35,$08 | Guardian no. 0x35 (horizontal), base sprite 0, initial x=8 (A1A8)
FBF2 | DEFB $1B,$15 | Guardian no. 0x1B (vertical), base sprite 0, x=21 (A0D8)
FBF4 | DEFB $FF,$11 | Terminator (A3F8)
FBF6 | DEFB $00,$00 | Nothing (A000)
FBF8 | DEFB $00,$00 | Nothing (A000)
FBFA | DEFB $00,$00 | Nothing (A000)
FBFC | DEFB $00,$00 | Nothing (A000)
FBFE | DEFB $00,$00 | Nothing (A000)