Jet Set Willy: Data at 52736

| Data

52736: Room 14: Rescue Esmerelda (teleport: 2349)

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.
52736 | DEFB 0,0,0,0,0,0,8,2 | Room layout
52744 | DEFB 0,0,0,0,0,0,8,2
52752 | DEFB 0,0,0,0,0,0,0,2
52760 | DEFB 0,0,0,0,0,0,0,0
52768 | DEFB 0,0,0,0,0,0,170,0
52776 | DEFB 0,0,0,0,0,0,8,6
52784 | DEFB 0,0,0,0,0,0,0,18
52792 | DEFB 0,0,0,0,0,0,0,66
52800 | DEFB 0,0,0,0,0,0,1,2
52808 | DEFB 170,6,170,6,170,10,170,6
52816 | DEFB 170,14,170,14,170,0,0,6
52824 | DEFB 170,14,170,14,170,0,0,6
52832 | DEFB 170,14,170,14,170,128,0,18
52840 | DEFB 170,14,170,14,170,160,0,64
52848 | DEFB 170,14,170,14,170,168,1,0
52856 | DEFB 170,170,170,170,170,170,4,10
The next 32 bytes are copied to 32896 and specify the room name.
52864 | DEFM " Rescue Esmerelda " | 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.
52896 | DEFB 16,0,0,0,0,0,0,0,0 | Background
52905 | DEFB 23,3,3,12,12,49,50,196,200 | Floor
52914 | DEFB 4,238,0,187,0,238,0,187,0 | Wall
52923 | DEFB 85,209,226,196,200,209,226,196,200 | Nasty
52932 | DEFB 23,0,0,0,0,0,0,0,0 | Ramp (unused)
52941 | DEFB 22,241,170,248,170,0,238,0,187 | Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
52950 | DEFB 1 | Direction (right)
52951 | DEFW 24216 | Location in the attribute buffer at 24064: (4,24)
52953 | DEFB 4 | Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
52954 | DEFB 1 | Direction (up to the right)
52955 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
52957 | DEFB 0 | Length: 0 (there is no ramp in this room)
The next byte is copied to 32990 and specifies the border colour.
52958 | DEFB 1 | Border colour
The next two bytes are copied to 32991, but are not used.
52959 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
52961 | DEFB 255,73,73,73,73,73,73,255 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
52969 | DEFB 15 | Room to the left (I'm sure I've seen this before..)
52970 | DEFB 44 | Room to the right (On top of the house)
52971 | DEFB 20 | Room above (Ballroom East)
52972 | DEFB 39 | Room below (Emergency Generator)
The next three bytes are copied to 33005, but are not used.
52973 | 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.
52976 | DEFB 4,196 | Guardian no. 4 (vertical), base sprite 6, x=4 (40992)
52978 | DEFB 2,204 | Guardian no. 2 (vertical), base sprite 6, x=12 (40976)
52980 | DEFB 13,5 | Guardian no. 13 (horizontal), base sprite 0, initial x=5 (41064)
52982 | DEFB 15,152 | Guardian no. 15 (vertical), base sprite 4, x=24 (41080)
52984 | DEFB 255,0 | Terminator (41976)
52986 | DEFB 0,0 | Nothing (40960)
52988 | DEFB 0,0 | Nothing (40960)
52990 | DEFB 0,0 | Nothing (40960)