Jet Set Willy: Data at 62464

| Data

62464: Room 52: Back Stairway (teleport: 3569)

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.
62464 | DEFB 0,0,0,0,10,170,170,170 | Room layout
62472 | DEFB 0,0,0,0,42,170,170,170
62480 | DEFB 0,0,0,0,85,85,85,85
62488 | DEFB 0,0,0,0,0,0,0,0
62496 | DEFB 0,0,0,0,0,0,0,0
62504 | DEFB 0,0,0,21,85,85,85,85
62512 | DEFB 0,0,0,0,0,0,0,0
62520 | DEFB 0,0,0,0,0,0,0,0
62528 | DEFB 0,0,5,85,85,85,85,85
62536 | DEFB 0,0,0,0,0,0,0,0
62544 | DEFB 0,0,0,0,0,0,0,0
62552 | DEFB 85,84,85,85,85,85,85,85
62560 | DEFB 0,0,0,0,0,0,0,0
62568 | DEFB 0,0,0,0,0,0,0,0
62576 | DEFB 0,0,0,0,0,0,0,0
62584 | DEFB 85,85,85,85,85,85,85,85
The next 32 bytes are copied to 32896 and specify the room name.
62592 | DEFM " Back Stairway " | 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.
62624 | DEFB 0,0,0,0,0,0,0,0,0 | Background
62633 | DEFB 67,255,68,68,255,17,17,255,0 | Floor
62642 | DEFB 30,21,241,143,168,138,248,31,21 | Wall
62651 | DEFB 255,0,0,0,0,0,0,0,0 | Nasty (unused)
62660 | DEFB 71,3,1,12,4,48,16,192,64 | Ramp
62669 | 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.
62678 | DEFB 0 | Direction (left)
62679 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
62681 | 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.
62682 | DEFB 1 | Direction (up to the right)
62683 | DEFW 24546 | Location in the attribute buffer at 24064: (15,2)
62685 | DEFB 16 | Length
The next byte is copied to 32990 and specifies the border colour.
62686 | DEFB 2 | Border colour
The next two bytes are copied to 32991, but are not used.
62687 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
62689 | 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.
62697 | DEFB 53 | Room to the left (Back Door)
62698 | DEFB 25 | Room to the right (Cold Store)
62699 | DEFB 54 | Room above (West Wing)
62700 | DEFB 49 | Room below (The Wine Cellar)
The next three bytes are copied to 33005, but are not used.
62701 | 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.
62704 | DEFB 36,150 | Guardian no. 36 (horizontal), base sprite 4, initial x=22 (41248)
62706 | DEFB 92,144 | Guardian no. 92 (horizontal), base sprite 4, initial x=16 (41696)
62708 | DEFB 29,131 | Guardian no. 29 (vertical), base sprite 4, x=3 (41192)
62710 | DEFB 255,0 | Terminator (41976)
62712 | DEFB 0,0 | Nothing (40960)
62714 | DEFB 0,0 | Nothing (40960)
62716 | DEFB 0,0 | Nothing (40960)
62718 | DEFB 0,0 | Nothing (40960)