Jet Set Willy: Data at E200

| Data

E200: Room 0x22: Top Landing (teleport: 269)

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.
E200 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA | Room layout
E208 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
E210 | DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
E218 | DEFB $A0,$00,$00,$00,$00,$00,$00,$00
E220 | DEFB $A5,$50,$55,$05,$55,$55,$00,$00
E228 | DEFB $A0,$00,$00,$00,$00,$00,$AA,$AA
E230 | DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
E238 | DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
E240 | DEFB $A5,$50,$55,$05,$55,$00,$00,$0A
E248 | DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
E250 | DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
E258 | DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
E260 | DEFB $A5,$50,$55,$05,$40,$00,$00,$0A
E268 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
E270 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
E278 | DEFB $55,$55,$55,$55,$55,$05,$55,$55
The next 32 bytes are copied to 8080 and specify the room name.
E280 | DEFM " Top Landing " | 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.
E2A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
E2A9 | DEFB $06,$FF,$AA,$55,$FF,$00,$00,$00,$00 | Floor
E2B2 | DEFB $1A,$69,$90,$90,$69,$96,$69,$69,$96 | Wall
E2BB | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Nasty (unused)
E2C4 | DEFB $07,$07,$02,$3C,$08,$70,$20,$C0,$80 | Ramp
E2CD | 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.
E2D6 | DEFB $00 | Direction (left)
E2D7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
E2D9 | 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.
E2DA | DEFB $01 | Direction (up to the right)
E2DB | DEFW $5F71 | Location in the attribute buffer at 5E00: (11,17)
E2DD | DEFB $07 | Length
The next byte is copied to 80DE and specifies the border colour.
E2DE | DEFB $01 | Border colour
The next two bytes are copied to 80DF, but are not used.
E2DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
E2E1 | DEFB $18,$24,$A4,$CA,$95,$0A,$15,$0A | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
E2E9 | DEFB $23 | Room to the left (Master Bedroom)
E2EA | DEFB $21 | Room to the right (The Bathroom)
E2EB | DEFB $28 | Room above (Dr Jones will never believe this)
E2EC | DEFB $1C | Room below (First Landing)
The next three bytes are copied to 80ED, but are not used.
E2ED | 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.
E2F0 | DEFB $3A,$86 | Guardian no. 0x3A (vertical), base sprite 4, x=6 (A1D0)
E2F2 | DEFB $13,$6C | Guardian no. 0x13 (vertical), base sprite 3, x=12 (A098)
E2F4 | DEFB $24,$10 | Guardian no. 0x24 (horizontal), base sprite 0, initial x=16 (A120)
E2F6 | DEFB $FF,$00 | Terminator (A3F8)
E2F8 | DEFB $00,$00 | Nothing (A000)
E2FA | DEFB $00,$00 | Nothing (A000)
E2FC | DEFB $00,$00 | Nothing (A000)
E2FE | DEFB $00,$00 | Nothing (A000)