Jet Set Willy: Data at 51968

| Data

51968: Room 11: The Hall (teleport: 1249)

Used by the routine at 35090.
The first 128 bytes are copied to 32768 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.
51968 | DEFB 0,0,0,0,0,0,0,0 | Room layout
51976 | DEFB 0,0,0,0,0,0,0,0
51984 | DEFB 0,0,0,0,0,0,0,0
51992 | DEFB 0,0,0,0,0,0,0,0
52000 | DEFB 0,0,0,0,0,0,0,0
52008 | DEFB 170,170,170,170,170,170,170,170
52016 | DEFB 0,0,0,0,0,40,0,0
52024 | DEFB 0,0,0,0,0,40,0,0
52032 | DEFB 0,0,0,0,0,40,0,0
52040 | DEFB 0,0,0,0,0,40,0,0
52048 | DEFB 0,0,0,0,0,40,0,0
52056 | DEFB 0,0,0,0,0,40,0,0
52064 | DEFB 0,0,0,0,0,0,0,0
52072 | DEFB 0,0,192,192,48,0,0,0
52080 | DEFB 170,170,170,170,170,170,170,170
52088 | DEFB 170,170,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
52096 | DEFM " The Hall " | Room name
The next 54 bytes are copied to 32928 and contain the attributes and graphic data for the tiles used to build the room.
52128 | DEFB 0,0,0,0,0,0,0,0,0 | Background
52137 | DEFB 71,255,170,119,170,119,170,85,170 | Floor (unused)
52146 | DEFB 58,32,16,14,193,48,9,198,32 | Wall
52155 | DEFB 68,136,169,169,187,191,191,191,94 | Nasty
52164 | DEFB 7,192,192,48,48,12,12,3,3 | Ramp
52173 | DEFB 255,0,0,0,0,0,0,0,0 | Conveyor (unused)
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
52182 | DEFB 0 | Direction (left)
52183 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
52185 | DEFB 0 | Length: 0 (there is no conveyor in this room)
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
52186 | DEFB 0 | Direction (up to the left)
52187 | DEFW 24485 | Location in the attribute buffer at 24064: (13,5)
52189 | DEFB 6 | Length
The next byte is copied to 32990 and specifies the border colour.
52190 | DEFB 4 | Border colour
The next two bytes are copied to 32991, but are not used.
52191 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
52193 | DEFB 0,0,0,0,0,0,0,0 | Item graphic (unused)
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
52201 | DEFB 20 | Room to the left (Ballroom East)
52202 | DEFB 10 | Room to the right (The Front Door)
52203 | DEFB 0 | Room above (The Off Licence)
52204 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
52205 | DEFB 0,0,0 | Unused
The next eight pairs of bytes are copied to 33008 and specify the entities (ropes, arrows, guardians) in this room.
52208 | DEFB 89,202 | Guardian no. 89 (vertical), base sprite 6, x=10 (41672)
52210 | DEFB 26,19 | Guardian no. 26 (horizontal), base sprite 0, initial x=19 (41168)
52212 | DEFB 95,19 | Guardian no. 95 (horizontal), base sprite 0, initial x=19 (41720)
52214 | DEFB 69,68 | Arrow flying right to left at pixel y-coordinate 34 (41512)
52216 | DEFB 60,22 | Arrow flying left to right at pixel y-coordinate 11 (41440)
52218 | DEFB 255,0 | Terminator (41976)
52220 | DEFB 89,0 | Guardian no. 89 (vertical), base sprite 0, x=0 (41672) (unused)
52222 | DEFB 0,0 | Nothing (40960)