Jet Set Willy: Data at C600

| Data

C600: Room 0x06: Entrance to Hades (teleport: 239)

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.
C600 | DEFB $A0,$00,$00,$00,$00,$00,$00,$00 | Room layout
C608 | DEFB $A0,$00,$00,$00,$00,$00,$00,$00
C610 | DEFB $A0,$00,$00,$15,$04,$55,$00,$00
C618 | DEFB $A0,$00,$00,$10,$44,$43,$00,$00
C620 | DEFB $A0,$00,$00,$10,$44,$54,$00,$00
C628 | DEFB $A0,$00,$00,$10,$44,$40,$00,$00
C630 | DEFB $A0,$00,$00,$15,$04,$55,$00,$00
C638 | DEFB $A0,$00,$00,$0C,$0C,$30,$00,$00
C640 | DEFB $A0,$00,$00,$00,$00,$00,$00,$00
C648 | DEFB $A0,$01,$01,$04,$14,$15,$04,$10
C650 | DEFB $A0,$01,$45,$11,$11,$04,$11,$10
C658 | DEFB $A0,$01,$11,$11,$14,$04,$11,$10
C660 | DEFB $A0,$01,$31,$11,$11,$04,$15,$10
C668 | DEFB $A0,$01,$01,$04,$11,$04,$11,$15
C670 | DEFB $A0,$03,$03,$0C,$33,$0C,$33,$0C
C678 | DEFB $A0,$00,$00,$00,$00,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
C680 | DEFM " Entrance to Hades " | 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.
C6A0 | DEFB $34,$00,$00,$00,$00,$00,$00,$00,$00 | Background
C6A9 | DEFB $A3,$A0,$14,$82,$50,$0A,$41,$28,$05 | Floor
C6B2 | DEFB $63,$BB,$BB,$38,$BB,$BB,$BB,$83,$BB | Wall
C6BB | DEFB $32,$BF,$5C,$58,$30,$28,$58,$48,$30 | Nasty
C6C4 | DEFB $07,$40,$40,$10,$10,$04,$04,$01,$01 | Ramp (unused)
C6CD | 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.
C6D6 | DEFB $00 | Direction (left)
C6D7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
C6D9 | 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.
C6DA | DEFB $00 | Direction (up to the left)
C6DB | DEFW $5FC7 | Location in the attribute buffer at 5E00: (14,7)
C6DD | DEFB $00 | Length: 0 (there is no ramp in this room)
The next byte is copied to 80DE and specifies the border colour.
C6DE | DEFB $02 | Border colour
The next two bytes are copied to 80DF, but are not used.
C6DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
C6E1 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Item graphic (unused)
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
C6E9 | DEFB $0E | Room to the left (Rescue Esmerelda)
C6EA | DEFB $05 | Room to the right (The Security Guard)
C6EB | DEFB $00 | Room above (The Off Licence)
C6EC | DEFB $00 | Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
C6ED | 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.
C6F0 | DEFB $10,$82 | Guardian no. 0x10 (vertical), base sprite 4, x=2 (A080)
C6F2 | DEFB $11,$A4 | Guardian no. 0x11 (vertical), base sprite 5, x=4 (A088)
C6F4 | DEFB $12,$C3 | Guardian no. 0x12 (vertical), base sprite 6, x=3 (A090)
C6F6 | DEFB $FF,$00 | Terminator (A3F8)
C6F8 | DEFB $00,$00 | Nothing (A000)
C6FA | DEFB $00,$00 | Nothing (A000)
C6FC | DEFB $00,$00 | Nothing (A000)
C6FE | DEFB $00,$00 | Nothing (A000)