Jet Set Willy: Data at 53248

| Data

53248: Room 16: We must perform a Quirkafleeg (teleport: 59)

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.
53248 | DEFB 0,0,0,0,0,0,0,0 | Room layout
53256 | DEFB 0,0,0,0,0,0,0,0
53264 | DEFB 0,0,0,0,0,0,0,0
53272 | DEFB 0,0,0,0,0,0,0,0
53280 | DEFB 0,0,0,0,0,0,0,0
53288 | DEFB 0,0,0,0,0,0,0,0
53296 | DEFB 0,0,0,0,0,0,0,0
53304 | DEFB 0,0,0,0,0,0,0,0
53312 | DEFB 0,0,0,0,0,0,0,0
53320 | DEFB 170,0,0,0,0,0,2,170
53328 | DEFB 170,64,0,0,0,0,2,170
53336 | DEFB 170,64,0,0,0,0,2,170
53344 | DEFB 170,64,0,0,0,0,2,170
53352 | DEFB 170,64,0,0,0,0,2,170
53360 | DEFB 170,64,0,0,0,0,2,170
53368 | DEFB 170,127,255,255,255,255,254,170
The next 32 bytes are copied to 32896 and specify the room name.
53376 | DEFM " We must perform a Quirkafleeg " | 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.
53408 | DEFB 6,0,0,0,0,0,0,0,0 | Background
53417 | DEFB 56,51,187,221,204,85,153,221,238 | Floor
53426 | DEFB 13,39,246,0,220,209,4,119,128 | Wall
53435 | DEFB 69,64,228,78,68,68,68,238,255 | Nasty
53444 | DEFB 7,128,64,32,48,168,100,34,17 | Ramp
53453 | 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.
53462 | DEFB 0 | Direction (left)
53463 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
53465 | 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.
53466 | DEFB 0 | Direction (up to the left)
53467 | DEFW 24356 | Location in the attribute buffer at 24064: (9,4)
53469 | DEFB 1 | Length
The next byte is copied to 32990 and specifies the border colour.
53470 | DEFB 2 | Border colour
The next two bytes are copied to 32991, but are not used.
53471 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
53473 | DEFB 24,36,24,44,94,94,231,102 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
53481 | DEFB 17 | Room to the left (Up on the Battlements)
53482 | DEFB 15 | Room to the right (I'm sure I've seen this before..)
53483 | DEFB 50 | Room above (Watch Tower)
53484 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
53485 | 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.
53488 | DEFB 13,8 | Guardian no. 13 (horizontal), base sprite 0, initial x=8 (41064)
53490 | DEFB 1,16 | Rope at x=16 (40968)
53492 | DEFB 60,132 | Arrow flying left to right at pixel y-coordinate 66 (41440)
53494 | DEFB 255,0 | Terminator (41976)
53496 | DEFB 0,0 | Nothing (40960)
53498 | DEFB 0,0 | Nothing (40960)
53500 | DEFB 0,0 | Nothing (40960)
53502 | DEFB 0,0 | Nothing (40960)