Jet Set Willy: Data at CC00

| Data

CC00: Room 0x0C: Tree Top (teleport: 349)

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.
CC00 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout
CC08 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
CC10 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
CC18 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
CC20 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
CC28 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
CC30 | DEFB $00,$00,$00,$00,$40,$00,$00,$00
CC38 | DEFB $00,$00,$54,$00,$00,$00,$00,$00
CC40 | DEFB $00,$00,$00,$14,$00,$04,$00,$00
CC48 | DEFB $01,$50,$00,$00,$14,$00,$00,$00
CC50 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
CC58 | DEFB $00,$00,$00,$00,$00,$14,$00,$00
CC60 | DEFB $55,$55,$54,$00,$08,$00,$00,$00
CC68 | DEFB $0C,$F3,$C8,$10,$08,$00,$50,$00
CC70 | DEFB $CF,$3F,$08,$00,$08,$50,$00,$00
CC78 | DEFB $30,$30,$08,$00,$58,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
CC80 | DEFM " Tree Top " | 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.
CCA0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
CCA9 | DEFB $04,$AA,$55,$AA,$58,$30,$10,$10,$08 | Floor
CCB2 | DEFB $16,$A5,$28,$52,$55,$55,$49,$A2,$B5 | Wall
CCBB | DEFB $42,$89,$4A,$12,$34,$18,$34,$52,$91 | Nasty
CCC4 | DEFB $07,$40,$00,$10,$00,$04,$00,$01,$00 | Ramp
CCCD | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Conveyor (unused)
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
CCD6 | DEFB $00 | Direction (left)
CCD7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
CCD9 | DEFB $00 | Length: 0 (there is no conveyor in this room)
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
CCDA | DEFB $00 | Direction (up to the left)
CCDB | DEFW $5FCF | Location in the attribute buffer at 5E00: (14,15)
CCDD | DEFB $02 | Length
The next byte is copied to 80DE and specifies the border colour.
CCDE | DEFB $06 | Border colour
The next two bytes are copied to 80DF, but are not used.
CCDF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
CCE1 | DEFB $1E,$2D,$37,$7B,$6D,$5E,$B8,$C0 | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
CCE9 | DEFB $0D | Room to the left (Out on a limb)
CCEA | DEFB $00 | Room to the right (The Off Licence)
CCEB | DEFB $00 | Room above (The Off Licence)
CCEC | DEFB $08 | Room below (Inside the MegaTrunk)
The next three bytes are copied to 80ED, but are not used.
CCED | 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.
CCF0 | DEFB $18,$07 | Guardian no. 0x18 (horizontal), base sprite 0, initial x=7 (A0C0)
CCF2 | DEFB $2E,$88 | Guardian no. 0x2E (horizontal), base sprite 4, initial x=8 (A170)
CCF4 | DEFB $1A,$18 | Guardian no. 0x1A (horizontal), base sprite 0, initial x=24 (A0D0)
CCF6 | DEFB $45,$84 | Arrow flying right to left at pixel y-coordinate 66 (A228)
CCF8 | DEFB $FF,$00 | Terminator (A3F8)
CCFA | DEFB $00,$00 | Nothing (A000)
CCFC | DEFB $00,$00 | Nothing (A000)
CCFE | DEFB $00,$00 | Nothing (A000)