Jet Set Willy: Data at 52992

| Data

52992: Room 15: I'm sure I've seen this before.. (teleport: 12349)

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.
52992 | DEFB 0,0,0,0,0,0,0,0 | Room layout
53000 | DEFB 0,0,0,0,0,0,0,0
53008 | DEFB 0,0,0,0,0,0,0,0
53016 | DEFB 0,0,0,0,0,0,0,0
53024 | DEFB 0,0,0,0,0,0,0,0
53032 | DEFB 0,0,0,0,0,0,0,0
53040 | DEFB 0,0,0,0,0,0,0,0
53048 | DEFB 0,0,0,0,0,0,0,0
53056 | DEFB 0,0,0,0,0,0,0,0
53064 | DEFB 170,66,164,42,164,42,66,170
53072 | DEFB 170,194,172,42,172,42,194,170
53080 | DEFB 170,194,172,42,172,42,194,170
53088 | DEFB 170,194,172,42,172,42,194,170
53096 | DEFB 170,194,172,42,172,42,194,170
53104 | DEFB 170,194,172,42,172,42,194,170
53112 | DEFB 170,170,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
53120 | DEFM "I'm sure I've seen this before.." | 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.
53152 | DEFB 8,0,0,0,0,0,0,0,0 | Background
53161 | DEFB 12,128,64,32,80,72,84,82,85 | Floor
53170 | DEFB 83,102,102,102,0,102,102,102,102 | Wall
53179 | DEFB 76,81,85,84,85,21,85,69,85 | Nasty
53188 | DEFB 12,0,0,0,0,0,0,0,0 | Ramp (unused)
53197 | 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.
53206 | DEFB 0 | Direction (left)
53207 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
53209 | 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.
53210 | DEFB 0 | Direction (up to the left)
53211 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
53213 | DEFB 0 | Length: 0 (there is no ramp in this room)
The next byte is copied to 32990 and specifies the border colour.
53214 | DEFB 3 | Border colour
The next two bytes are copied to 32991, but are not used.
53215 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
53217 | 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.
53225 | DEFB 16 | Room to the left (We must perform a Quirkafleeg)
53226 | DEFB 14 | Room to the right (Rescue Esmerelda)
53227 | DEFB 0 | Room above (The Off Licence)
53228 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
53229 | 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.
53232 | DEFB 4,133 | Guardian no. 4 (vertical), base sprite 4, x=5 (40992)
53234 | DEFB 3,139 | Guardian no. 3 (vertical), base sprite 4, x=11 (40984)
53236 | DEFB 5,147 | Guardian no. 5 (vertical), base sprite 4, x=19 (41000)
53238 | DEFB 2,153 | Guardian no. 2 (vertical), base sprite 4, x=25 (40976)
53240 | DEFB 13,6 | Guardian no. 13 (horizontal), base sprite 0, initial x=6 (41064)
53242 | DEFB 69,100 | Arrow flying right to left at pixel y-coordinate 50 (41512)
53244 | DEFB 60,84 | Arrow flying left to right at pixel y-coordinate 42 (41440)
53246 | DEFB 255,0 | Terminator (41976)