Jet Set Willy: Data at 49408

| Data

49408: Room 1: The Bridge (teleport: 19)

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.
49408 | DEFB 0,0,0,0,0,0,0,0 | Room layout
49416 | DEFB 0,0,0,0,0,0,0,0
49424 | DEFB 0,0,0,0,0,0,0,0
49432 | DEFB 0,0,0,0,0,0,0,0
49440 | DEFB 0,0,0,0,0,0,0,0
49448 | DEFB 0,0,0,0,0,0,0,0
49456 | DEFB 0,0,0,0,0,0,0,0
49464 | DEFB 0,0,0,0,0,0,0,0
49472 | DEFB 0,0,0,0,0,0,0,0
49480 | DEFB 0,0,0,0,0,0,0,0
49488 | DEFB 0,0,0,0,0,0,0,0
49496 | DEFB 0,0,0,0,0,0,0,0
49504 | DEFB 0,0,10,0,42,0,0,0
49512 | DEFB 0,0,42,0,42,128,0,0
49520 | DEFB 0,0,170,255,234,160,0,0
49528 | DEFB 85,85,170,255,234,165,85,85
The next 32 bytes are copied to 32896 and specify the room name.
49536 | DEFM " The Bridge " | 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.
49568 | DEFB 0,0,0,0,0,0,0,0,0 | Background
49577 | DEFB 68,255,255,253,187,214,114,96,64 | Floor
49586 | DEFB 70,34,119,34,136,34,119,34,136 | Wall
49595 | DEFB 47,3,132,72,48,3,132,72,48 | Nasty
49604 | DEFB 7,3,3,12,13,50,55,194,200 | Ramp
49613 | DEFB 44,1,64,4,70,79,121,240,249 | Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
49622 | DEFB 1 | Direction (right)
49623 | DEFW 24556 | Location in the attribute buffer at 24064: (15,12)
49625 | DEFB 5 | Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
49626 | DEFB 1 | Direction (up to the right)
49627 | DEFW 24519 | Location in the attribute buffer at 24064: (14,7)
49629 | DEFB 3 | Length
The next byte is copied to 32990 and specifies the border colour.
49630 | DEFB 4 | Border colour
The next two bytes are copied to 32991, but are not used.
49631 | DEFB 64,160 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
49633 | 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.
49641 | DEFB 2 | Room to the left (Under the MegaTree)
49642 | DEFB 0 | Room to the right (The Off Licence)
49643 | DEFB 0 | Room above (The Off Licence)
49644 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
49645 | 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.
49648 | DEFB 20,8 | Guardian no. 20 (horizontal), base sprite 0, initial x=8 (41120)
49650 | DEFB 21,20 | Guardian no. 21 (horizontal), base sprite 0, initial x=20 (41128)
49652 | DEFB 14,140 | Guardian no. 14 (vertical), base sprite 4, x=12 (41072)
49654 | DEFB 255,0 | Terminator (41976)
49656 | DEFB 0,0 | Nothing (40960)
49658 | DEFB 0,0 | Nothing (40960)
49660 | DEFB 0,0 | Nothing (40960)
49662 | DEFB 0,0 | Nothing (40960)