Jet Set Willy: Data at EB00

| Data

EB00: Room 0x2B: Conservatory Roof (teleport: 12469)

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.
EB00 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout
EB08 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EB10 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EB18 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EB20 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EB28 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EB30 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EB38 | DEFB $00,$00,$00,$00,$00,$2A,$AA,$AA
EB40 | DEFB $00,$00,$00,$00,$00,$30,$C3,$0C
EB48 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EB50 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EB58 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EB60 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EB68 | DEFB $00,$00,$00,$00,$00,$00,$50,$00
EB70 | DEFB $00,$00,$00,$00,$00,$00,$05,$55
EB78 | DEFB $00,$00,$00,$00,$00,$04,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
EB80 | DEFM " Conservatory Roof " | 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.
EBA0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
EBA9 | DEFB $04,$AC,$53,$2A,$D0,$8A,$24,$22,$04 | Floor
EBB2 | DEFB $05,$F7,$EF,$00,$00,$00,$66,$66,$00 | Wall
EBBB | DEFB $43,$DA,$D5,$7F,$2E,$11,$1F,$0A,$1B | Nasty
EBC4 | DEFB $07,$01,$02,$04,$10,$08,$20,$40,$80 | Ramp
EBCD | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
EBD6 | DEFB $01 | Direction (right)
EBD7 | DEFW $5FBA | Location in the attribute buffer at 5E00: (13,26)
EBD9 | DEFB $06 | Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
EBDA | DEFB $01 | Direction (up to the right)
EBDB | DEFW $5FEC | Location in the attribute buffer at 5E00: (15,12)
EBDD | DEFB $09 | Length
The next byte is copied to 80DE and specifies the border colour.
EBDE | DEFB $05 | Border colour
The next two bytes are copied to 80DF, but are not used.
EBDF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
EBE1 | DEFB $18,$18,$F8,$3C,$7E,$60,$60,$7E | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
EBE9 | DEFB $00 | Room to the left (The Off Licence)
EBEA | DEFB $2A | Room to the right (Under the Roof)
EBEB | DEFB $00 | Room above (The Off Licence)
EBEC | DEFB $25 | Room below (Orangery)
The next three bytes are copied to 80ED, but are not used.
EBED | 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.
EBF0 | DEFB $6A,$14 | Guardian no. 0x6A (horizontal), base sprite 0, initial x=20 (A350)
EBF2 | DEFB $3D,$18 | Guardian no. 0x3D (horizontal), base sprite 0, initial x=24 (A1E8)
EBF4 | DEFB $FF,$00 | Terminator (A3F8)
EBF6 | DEFB $00,$00 | Nothing (A000)
EBF8 | DEFB $00,$00 | Nothing (A000)
EBFA | DEFB $00,$00 | Nothing (A000)
EBFC | DEFB $00,$00 | Nothing (A000)
EBFE | DEFB $00,$00 | Nothing (A000)