Jet Set Willy: Data at D300

| Data

D300: Room 0x13: The Forgotten Abbey (teleport: 1259)

Used by the routine at 8912.
The first 128 bytes are copied to 8000 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.
D300 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA | Room layout
D308 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
D310 | DEFB $A0,$00,$30,$00,$C0,$00,$C0,$0A
D318 | DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
D320 | DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
D328 | DEFB $A8,$00,$00,$00,$00,$00,$00,$0A
D330 | DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
D338 | DEFB $A0,$00,$00,$00,$00,$00,$00,$0A
D340 | DEFB $A0,$00,$00,$00,$30,$00,$00,$0A
D348 | DEFB $A0,$00,$00,$00,$00,$00,$00,$1A
D350 | DEFB $A5,$00,$00,$00,$00,$00,$00,$0A
D358 | DEFB $50,$05,$55,$55,$55,$55,$55,$5A
D360 | DEFB $50,$00,$00,$00,$00,$00,$00,$0A
D368 | DEFB $A8,$00,$00,$00,$00,$00,$00,$00
D370 | DEFB $AA,$00,$00,$00,$00,$00,$00,$00
D378 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
D380 | DEFM " The Forgotten Abbey " | Room name
The next 54 bytes are copied to 80A0 and contain the attributes and graphic data for the tiles used to build the room.
D3A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
D3A9 | DEFB $04,$FF,$FF,$F2,$24,$40,$02,$00,$88 | Floor
D3B2 | DEFB $1D,$44,$AA,$11,$44,$11,$AA,$44,$11 | Wall
D3BB | DEFB $42,$18,$3C,$7E,$99,$99,$7E,$42,$3C | Nasty
D3C4 | DEFB $07,$80,$40,$E0,$30,$A8,$D4,$22,$89 | Ramp
D3CD | DEFB $0F,$70,$55,$00,$BB,$AA,$AA,$AA,$AA | Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
D3D6 | DEFB $00 | Direction (left)
D3D7 | DEFW $5EE4 | Location in the attribute buffer at 5E00: (7,4)
D3D9 | DEFB $1A | Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
D3DA | DEFB $00 | Direction (up to the left)
D3DB | DEFW $5FC4 | Location in the attribute buffer at 5E00: (14,4)
D3DD | DEFB $02 | Length
The next byte is copied to 80DE and specifies the border colour.
D3DE | DEFB $01 | Border colour
The next two bytes are copied to 80DF, but are not used.
D3DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
D3E1 | DEFB $18,$24,$DB,$DB,$24,$18,$18,$18 | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
D3E9 | DEFB $31 | Room to the left (The Wine Cellar)
D3EA | DEFB $05 | Room to the right (The Security Guard)
D3EB | DEFB $00 | Room above (The Off Licence)
D3EC | DEFB $00 | Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
D3ED | DEFB $00,$00,$00 | Unused
The next eight pairs of bytes are copied to 80F0 and specify the entities (ropes, arrows, guardians) in this room.
D3F0 | DEFB $4A,$08 | Guardian no. 0x4A (horizontal), base sprite 0, initial x=8 (A250)
D3F2 | DEFB $4B,$10 | Guardian no. 0x4B (horizontal), base sprite 0, initial x=16 (A258)
D3F4 | DEFB $4C,$0B | Guardian no. 0x4C (horizontal), base sprite 0, initial x=11 (A260)
D3F6 | DEFB $4D,$18 | Guardian no. 0x4D (horizontal), base sprite 0, initial x=24 (A268)
D3F8 | DEFB $4E,$07 | Guardian no. 0x4E (horizontal), base sprite 0, initial x=7 (A270)
D3FA | DEFB $4F,$0C | Guardian no. 0x4F (horizontal), base sprite 0, initial x=12 (A278)
D3FC | DEFB $50,$12 | Guardian no. 0x50 (horizontal), base sprite 0, initial x=18 (A280)
D3FE | DEFB $51,$18 | Guardian no. 0x51 (horizontal), base sprite 0, initial x=24 (A288)