Jet Set Willy: Data at F900

| Data

F900: Room 0x39: Above the West Bedroom (teleport: 14569)

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.
F900 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout
F908 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F910 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F918 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F920 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F928 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F930 | DEFB $00,$00,$00,$00,$00,$00,$15,$55
F938 | DEFB $00,$00,$00,$00,$00,$00,$D0,$00
F940 | DEFB $00,$00,$00,$00,$00,$03,$10,$00
F948 | DEFB $00,$00,$00,$00,$00,$0C,$10,$00
F950 | DEFB $00,$00,$00,$00,$00,$30,$10,$00
F958 | DEFB $00,$00,$00,$00,$01,$55,$55,$55
F960 | DEFB $00,$00,$00,$00,$03,$00,$00,$00
F968 | DEFB $00,$00,$04,$00,$0C,$00,$00,$00
F970 | DEFB $00,$00,$00,$00,$A0,$00,$00,$00
F978 | DEFB $00,$00,$10,$00,$A0,$55,$55,$00
The next 32 bytes are copied to 8080 and specify the room name.
F980 | DEFM " Above the West Bedroom " | 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.
F9A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
F9A9 | DEFB $04,$F7,$AA,$55,$EF,$00,$00,$00,$00 | Floor
F9B2 | DEFB $23,$AA,$55,$AA,$55,$AA,$55,$AA,$55 | Wall
F9BB | DEFB $06,$30,$60,$C0,$80,$00,$00,$00,$00 | Nasty
F9C4 | DEFB $07,$01,$00,$06,$09,$13,$06,$6C,$98 | Ramp
F9CD | 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.
F9D6 | DEFB $00 | Direction (left)
F9D7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
F9D9 | 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.
F9DA | DEFB $01 | Direction (up to the right)
F9DB | DEFW $5FB1 | Location in the attribute buffer at 5E00: (13,17)
F9DD | DEFB $08 | Length
The next byte is copied to 80DE and specifies the border colour.
F9DE | DEFB $02 | Border colour
The next two bytes are copied to 80DF, but are not used.
F9DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
F9E1 | DEFB $08,$10,$20,$21,$12,$AC,$40,$20 | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
F9E9 | DEFB $00 | Room to the left (The Off Licence)
F9EA | DEFB $38 | Room to the right (West Wing Roof)
F9EB | DEFB $00 | Room above (The Off Licence)
F9EC | DEFB $37 | Room below (West Bedroom)
The next three bytes are copied to 80ED, but are not used.
F9ED | 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.
F9F0 | DEFB $07,$CB | Guardian no. 0x07 (vertical), base sprite 6, x=11 (A038)
F9F2 | DEFB $33,$4E | Guardian no. 0x33 (vertical), base sprite 2, x=14 (A198)
F9F4 | DEFB $FF,$00 | Terminator (A3F8)
F9F6 | DEFB $00,$00 | Nothing (A000)
F9F8 | DEFB $00,$00 | Nothing (A000)
F9FA | DEFB $00,$00 | Nothing (A000)
F9FC | DEFB $00,$00 | Nothing (A000)
F9FE | DEFB $00,$00 | Nothing (A000)