Jet Set Willy: Data at 55552

| Data

55552: Room 25: Cold Store (teleport: 1459)

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.
55552 | DEFB 0,3,0,0,0,0,0,0 | Room layout
55560 | DEFB 0,0,0,48,0,0,192,0
55568 | DEFB 84,0,0,0,0,0,0,0
55576 | DEFB 0,0,0,0,0,192,3,0
55584 | DEFB 0,0,0,0,0,0,0,0
55592 | DEFB 85,85,0,0,0,0,0,0
55600 | DEFB 0,0,0,0,0,0,0,0
55608 | DEFB 0,0,0,0,0,0,0,0
55616 | DEFB 85,80,0,0,0,0,10,170
55624 | DEFB 0,0,0,0,0,0,10,170
55632 | DEFB 0,0,0,0,0,0,10,170
55640 | DEFB 85,80,0,0,0,0,10,170
55648 | DEFB 0,0,48,0,0,20,10,170
55656 | DEFB 0,0,0,0,0,0,10,170
55664 | DEFB 0,0,0,0,0,0,10,170
55672 | DEFB 85,85,85,85,85,85,90,170
The next 32 bytes are copied to 32896 and specify the room name.
55680 | DEFM " Cold Store " | 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.
55712 | DEFB 14,0,0,0,0,0,0,0,0 | Background
55721 | DEFB 13,255,255,85,170,85,170,0,0 | Floor
55730 | DEFB 34,146,82,74,73,41,37,164,146 | Wall
55739 | DEFB 79,32,34,20,216,27,40,68,4 | Nasty
55748 | DEFB 255,0,0,0,0,0,0,0,0 | Ramp (unused)
55757 | 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.
55766 | DEFB 0 | Direction (left)
55767 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
55769 | 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.
55770 | DEFB 0 | Direction (up to the left)
55771 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
55773 | DEFB 0 | Length: 0 (there is no ramp in this room)
The next byte is copied to 32990 and specifies the border colour.
55774 | DEFB 1 | Border colour
The next two bytes are copied to 32991, but are not used.
55775 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
55777 | DEFB 112,140,114,250,239,173,37,33 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
55785 | DEFB 52 | Room to the left (Back Stairway)
55786 | DEFB 24 | Room to the right (West of Kitchen)
55787 | DEFB 31 | Room above (Swimming Pool)
55788 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
55789 | 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.
55792 | DEFB 54,16 | Guardian no. 54 (horizontal), base sprite 0, initial x=16 (41392)
55794 | DEFB 55,4 | Guardian no. 55 (horizontal), base sprite 0, initial x=4 (41400)
55796 | DEFB 56,3 | Guardian no. 56 (horizontal), base sprite 0, initial x=3 (41408)
55798 | DEFB 57,8 | Guardian no. 57 (horizontal), base sprite 0, initial x=8 (41416)
55800 | DEFB 1,16 | Rope at x=16 (40968)
55802 | DEFB 255,0 | Terminator (41976)
55804 | DEFB 0,0 | Nothing (40960)
55806 | DEFB 0,0 | Nothing (40960)