Jet Set Willy: Data at 54272

| Data

54272: Room 20: Ballroom East (teleport: 359)

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.
54272 | DEFB 160,64,10,0,0,0,0,0 | Room layout
54280 | DEFB 160,64,10,0,0,0,0,0
54288 | DEFB 160,64,10,0,0,0,0,0
54296 | DEFB 0,64,0,0,0,0,0,0
54304 | DEFB 0,64,0,0,0,0,0,0
54312 | DEFB 85,85,90,10,170,170,170,170
54320 | DEFB 0,0,16,0,0,0,0,0
54328 | DEFB 0,0,16,0,0,0,0,0
54336 | DEFB 0,0,21,85,85,85,85,85
54344 | DEFB 0,0,16,0,0,0,0,0
54352 | DEFB 0,0,16,0,0,0,0,0
54360 | DEFB 0,0,16,0,0,0,0,0
54368 | DEFB 0,0,16,0,0,0,0,0
54376 | DEFB 0,0,16,0,0,0,0,0
54384 | DEFB 170,170,170,170,170,170,170,170
54392 | DEFB 170,170,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
54400 | DEFM " Ballroom East " | 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.
54432 | DEFB 0,0,0,0,0,0,0,0,0 | Background
54441 | DEFB 6,170,85,34,68,34,68,34,68 | Floor
54450 | DEFB 15,68,68,255,17,17,255,85,170 | Wall
54459 | DEFB 255,0,0,0,0,0,0,0,0 | Nasty (unused)
54468 | DEFB 255,0,0,0,0,0,0,0,0 | Ramp (unused)
54477 | 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.
54486 | DEFB 0 | Direction (left)
54487 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
54489 | 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.
54490 | DEFB 0 | Direction (up to the left)
54491 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
54493 | DEFB 0 | Length: 0 (there is no ramp in this room)
The next byte is copied to 32990 and specifies the border colour.
54494 | DEFB 2 | Border colour
The next two bytes are copied to 32991, but are not used.
54495 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
54497 | DEFB 129,129,66,36,24,24,24,231 | Item graphic (unused)
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
54505 | DEFB 21 | Room to the left (Ballroom West)
54506 | DEFB 11 | Room to the right (The Hall)
54507 | DEFB 26 | Room above (East Wall Base)
54508 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
54509 | 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.
54512 | DEFB 19,108 | Guardian no. 19 (vertical), base sprite 3, x=12 (41112)
54514 | DEFB 42,5 | Guardian no. 42 (vertical), base sprite 0, x=5 (41296)
54516 | DEFB 40,7 | Guardian no. 40 (vertical), base sprite 0, x=7 (41280)
54518 | DEFB 41,43 | Guardian no. 41 (vertical), base sprite 1, x=11 (41288)
54520 | DEFB 21,24 | Guardian no. 21 (horizontal), base sprite 0, initial x=24 (41128)
54522 | DEFB 255,0 | Terminator (41976)
54524 | DEFB 0,0 | Nothing (40960)
54526 | DEFB 0,0 | Nothing (40960)