Jet Set Willy: Data at 64512

| Data

64512: Room 60: The Bow (teleport: 34569)

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.
64512 | DEFB 0,0,0,0,0,0,0,0 | Room layout
64520 | DEFB 0,0,0,0,0,0,0,0
64528 | DEFB 0,0,0,0,0,0,0,0
64536 | DEFB 0,0,0,0,0,0,0,0
64544 | DEFB 0,0,0,0,0,0,0,0
64552 | DEFB 0,0,0,0,0,1,85,85
64560 | DEFB 0,0,0,0,0,0,128,0
64568 | DEFB 0,0,0,0,4,0,128,0
64576 | DEFB 0,0,0,0,0,0,144,0
64584 | DEFB 0,0,0,0,0,0,128,0
64592 | DEFB 0,0,0,21,85,85,85,85
64600 | DEFB 0,0,0,0,0,0,0,0
64608 | DEFB 0,0,0,0,0,0,0,0
64616 | DEFB 0,0,0,0,0,0,0,0
64624 | DEFB 0,0,0,0,0,0,0,0
64632 | DEFB 255,255,255,255,192,0,0,0
The next 32 bytes are copied to 32896 and specify the room name.
64640 | DEFM " The Bow " | 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.
64672 | DEFB 0,0,0,0,0,0,0,0,0 | Background
64681 | DEFB 68,255,170,85,255,0,0,0,0 | Floor
64690 | DEFB 61,201,201,201,201,201,201,201,201 | Wall
64699 | DEFB 79,64,130,82,0,0,0,0,0 | Nasty
64708 | DEFB 7,128,64,32,16,8,4,2,1 | Ramp
64717 | DEFB 14,255,170,170,0,170,255,0,0 | Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
64726 | DEFB 1 | Direction (right)
64727 | DEFW 24561 | Location in the attribute buffer at 24064: (15,17)
64729 | DEFB 15 | Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
64730 | DEFB 0 | Direction (up to the left)
64731 | DEFW 24528 | Location in the attribute buffer at 24064: (14,16)
64733 | DEFB 6 | Length
The next byte is copied to 32990 and specifies the border colour.
64734 | DEFB 5 | Border colour
The next two bytes are copied to 32991, but are not used.
64735 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
64737 | DEFB 72,57,38,218,91,100,156,18 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
64745 | DEFB 0 | Room to the left (The Off Licence)
64746 | DEFB 59 | Room to the right (The Yacht)
64747 | DEFB 0 | Room above (The Off Licence)
64748 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
64749 | 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.
64752 | DEFB 105,23 | Guardian no. 105 (horizontal), base sprite 0, initial x=23 (41800)
64754 | DEFB 110,20 | Guardian no. 110 (horizontal), base sprite 0, initial x=20 (41840)
64756 | DEFB 255,0 | Terminator (41976)
64758 | DEFB 0,0 | Nothing (40960)
64760 | DEFB 0,0 | Nothing (40960)
64762 | DEFB 0,0 | Nothing (40960)
64764 | DEFB 0,0 | Nothing (40960)
64766 | DEFB 0,0 | Nothing (40960)