Jet Set Willy: Data at EC00

| Data

EC00: Room 0x2C: On top of the house (teleport: 3469)

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.
EC00 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout
EC08 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EC10 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EC18 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EC20 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EC28 | DEFB $92,$00,$00,$00,$04,$00,$00,$00
EC30 | DEFB $90,$00,$00,$00,$10,$00,$00,$00
EC38 | DEFB $90,$00,$00,$00,$40,$00,$00,$00
EC40 | DEFB $92,$00,$00,$01,$00,$00,$00,$00
EC48 | DEFB $92,$80,$00,$04,$00,$00,$00,$00
EC50 | DEFB $92,$A0,$82,$10,$00,$00,$00,$00
EC58 | DEFB $92,$AA,$AA,$40,$00,$00,$00,$00
EC60 | DEFB $92,$AA,$AA,$00,$00,$00,$00,$00
EC68 | DEFB $10,$00,$00,$00,$00,$00,$00,$00
EC70 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
EC78 | DEFB $AA,$AA,$AA,$00,$00,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
EC80 | DEFM " On top of the house " | 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.
ECA0 | DEFB $08,$00,$00,$00,$00,$00,$00,$00,$00 | Background
ECA9 | DEFB $0E,$A0,$40,$80,$00,$00,$00,$00,$00 | Floor
ECB2 | DEFB $4B,$51,$AA,$00,$AA,$15,$AA,$00,$AA | Wall
ECBB | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Nasty (unused)
ECC4 | DEFB $0F,$01,$03,$06,$0D,$1A,$34,$68,$D0 | Ramp
ECCD | 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.
ECD6 | DEFB $00 | Direction (left)
ECD7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
ECD9 | 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.
ECDA | DEFB $01 | Direction (up to the right)
ECDB | DEFW $5F4C | Location in the attribute buffer at 5E00: (10,12)
ECDD | DEFB $06 | Length
The next byte is copied to 80DE and specifies the border colour.
ECDE | DEFB $03 | Border colour
The next two bytes are copied to 80DF, but are not used.
ECDF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
ECE1 | DEFB $00,$00,$18,$14,$1A,$35,$6B,$D0 | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
ECE9 | DEFB $0E | Room to the left (Rescue Esmerelda)
ECEA | DEFB $00 | Room to the right (The Off Licence)
ECEB | DEFB $00 | Room above (The Off Licence)
ECEC | DEFB $26 | Room below (Priests' Hole)
The next three bytes are copied to 80ED, but are not used.
ECED | 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.
ECF0 | DEFB $1D,$14 | Guardian no. 0x1D (vertical), base sprite 0, x=20 (A0E8)
ECF2 | DEFB $FF,$00 | Terminator (A3F8)
ECF4 | DEFB $00,$00 | Nothing (A000)
ECF6 | DEFB $00,$00 | Nothing (A000)
ECF8 | DEFB $00,$00 | Nothing (A000)
ECFA | DEFB $00,$00 | Nothing (A000)
ECFC | DEFB $00,$00 | Nothing (A000)
ECFE | DEFB $00,$00 | Nothing (A000)