Jet Set Willy: Data at D600

| Data

D600: Room 0x16: To the Kitchens Main Stairway (teleport: 2359)

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.
D600 | DEFB $00,$00,$80,$00,$00,$00,$00,$00 | Room layout
D608 | DEFB $00,$00,$80,$00,$00,$00,$00,$00
D610 | DEFB $00,$00,$80,$00,$00,$00,$00,$00
D618 | DEFB $00,$00,$00,$00,$00,$00,$03,$00
D620 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D628 | DEFB $00,$01,$95,$55,$55,$50,$00,$55
D630 | DEFB $00,$00,$80,$00,$00,$00,$00,$00
D638 | DEFB $00,$00,$80,$00,$00,$00,$00,$00
D640 | DEFB $A5,$55,$85,$00,$00,$00,$00,$00
D648 | DEFB $A0,$00,$80,$00,$00,$00,$55,$40
D650 | DEFB $A0,$00,$80,$00,$01,$40,$00,$00
D658 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D660 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D668 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D670 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
D678 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
D680 | DEFM "To the Kitchens Main Stairway" | 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.
D6A0 | DEFB $08,$00,$00,$00,$00,$00,$00,$00,$00 | Background
D6A9 | DEFB $0D,$FF,$FF,$00,$FF,$00,$00,$00,$00 | Floor
D6B2 | DEFB $3A,$00,$15,$BF,$15,$00,$51,$FB,$51 | Wall
D6BB | DEFB $4D,$18,$5A,$BD,$19,$7E,$99,$24,$24 | Nasty
D6C4 | DEFB $0F,$C0,$80,$30,$20,$0C,$08,$03,$02 | Ramp
D6CD | DEFB $6B,$F0,$AA,$78,$FF,$AA,$55,$AA,$55 | Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
D6D6 | DEFB $00 | Direction (left)
D6D7 | DEFW $5F0E | Location in the attribute buffer at 5E00: (8,14)
D6D9 | DEFB $02 | Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
D6DA | DEFB $00 | Direction (up to the left)
D6DB | DEFW $5F7F | Location in the attribute buffer at 5E00: (11,31)
D6DD | DEFB $0C | Length
The next byte is copied to 80DE and specifies the border colour.
D6DE | DEFB $04 | Border colour
The next two bytes are copied to 80DF, but are not used.
D6DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
D6E1 | DEFB $40,$A0,$F0,$F8,$FC,$7A,$25,$02 | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
D6E9 | DEFB $17 | Room to the left (The Kitchen)
D6EA | DEFB $15 | Room to the right (Ballroom West)
D6EB | DEFB $1C | Room above (First Landing)
D6EC | DEFB $00 | Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
D6ED | 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.
D6F0 | DEFB $5A,$04 | Guardian no. 0x5A (horizontal), base sprite 0, initial x=4 (A2D0)
D6F2 | DEFB $5B,$10 | Guardian no. 0x5B (horizontal), base sprite 0, initial x=16 (A2D8)
D6F4 | DEFB $5C,$96 | Guardian no. 0x5C (horizontal), base sprite 4, initial x=22 (A2E0)
D6F6 | DEFB $5D,$04 | Guardian no. 0x5D (horizontal), base sprite 0, initial x=4 (A2E8)
D6F8 | DEFB $5E,$96 | Guardian no. 0x5E (horizontal), base sprite 4, initial x=22 (A2F0)
D6FA | DEFB $5F,$0B | Guardian no. 0x5F (horizontal), base sprite 0, initial x=11 (A2F8)
D6FC | DEFB $FF,$00 | Terminator (A3F8)
D6FE | DEFB $00,$00 | Nothing (A000)