Jet Set Willy: Data at F800

| Data

F800: Room 0x38: West Wing Roof (teleport: 4569)

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.
F800 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout
F808 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F810 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F818 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F820 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F828 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F830 | DEFB $55,$A0,$00,$00,$00,$00,$00,$00
F838 | DEFB $00,$A0,$30,$30,$0C,$0C,$03,$00
F840 | DEFB $00,$A5,$55,$55,$55,$55,$55,$55
F848 | DEFB $00,$A0,$00,$00,$00,$00,$00,$00
F850 | DEFB $00,$A0,$00,$00,$00,$00,$00,$00
F858 | DEFB $50,$A0,$00,$00,$00,$00,$00,$00
F860 | DEFB $00,$A0,$00,$00,$00,$00,$00,$00
F868 | DEFB $01,$A0,$00,$00,$00,$00,$00,$00
F870 | DEFB $00,$A0,$00,$00,$00,$00,$00,$00
F878 | DEFB $04,$A5,$55,$55,$55,$55,$55,$05
The next 32 bytes are copied to 8080 and specify the room name.
F880 | DEFM " West Wing Roof " | 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.
F8A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
F8A9 | DEFB $03,$FF,$AA,$FF,$A4,$A4,$A7,$E4,$3C | Floor
F8B2 | DEFB $25,$E1,$84,$1E,$48,$E1,$84,$1E,$48 | Wall
F8BB | DEFB $42,$18,$3C,$7E,$FF,$AF,$55,$3A,$10 | Nasty
F8C4 | DEFB $07,$03,$00,$0C,$00,$30,$00,$C0,$00 | Ramp
F8CD | 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.
F8D6 | DEFB $00 | Direction (left)
F8D7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
F8D9 | 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.
F8DA | DEFB $01 | Direction (up to the right)
F8DB | DEFW $5FFC | Location in the attribute buffer at 5E00: (15,28)
F8DD | DEFB $04 | Length
The next byte is copied to 80DE and specifies the border colour.
F8DE | DEFB $01 | Border colour
The next two bytes are copied to 80DF, but are not used.
F8DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
F8E1 | DEFB $00,$00,$00,$0A,$0D,$3C,$F2,$C0 | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
F8E9 | DEFB $39 | Room to the left (Above the West Bedroom)
F8EA | DEFB $25 | Room to the right (Orangery)
F8EB | DEFB $00 | Room above (The Off Licence)
F8EC | DEFB $36 | Room below (West Wing)
The next three bytes are copied to 80ED, but are not used.
F8ED | 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.
F8F0 | DEFB $34,$13 | Guardian no. 0x34 (horizontal), base sprite 0, initial x=19 (A1A0)
F8F2 | DEFB $1C,$14 | Guardian no. 0x1C (horizontal), base sprite 0, initial x=20 (A0E0)
F8F4 | DEFB $3C,$54 | Arrow flying left to right at pixel y-coordinate 42 (A1E0)
F8F6 | DEFB $FF,$00 | Terminator (A3F8)
F8F8 | DEFB $00,$00 | Nothing (A000)
F8FA | DEFB $00,$00 | Nothing (A000)
F8FC | DEFB $00,$00 | Nothing (A000)
F8FE | DEFB $00,$00 | Nothing (A000)