Jet Set Willy: Data at C300

| Data

C300: Room 0x03: At the Foot of the MegaTree (teleport: 129)

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.
C300 | DEFB $30,$C3,$08,$00,$08,$00,$00,$00 | Room layout
C308 | DEFB $30,$C3,$08,$00,$0A,$AA,$AA,$AA
C310 | DEFB $30,$C3,$08,$00,$08,$00,$00,$00
C318 | DEFB $30,$C3,$08,$01,$58,$00,$00,$00
C320 | DEFB $30,$C3,$09,$00,$0A,$AA,$AA,$AA
C328 | DEFB $30,$C3,$08,$14,$00,$00,$00,$00
C330 | DEFB $30,$C3,$08,$00,$00,$00,$00,$00
C338 | DEFB $30,$C3,$09,$00,$1A,$AA,$AA,$AA
C340 | DEFB $30,$C3,$08,$00,$08,$00,$00,$00
C348 | DEFB $30,$C3,$08,$00,$58,$00,$00,$00
C350 | DEFB $30,$03,$09,$40,$08,$00,$00,$00
C358 | DEFB $00,$00,$08,$00,$08,$00,$00,$00
C360 | DEFB $00,$00,$08,$00,$08,$00,$00,$00
C368 | DEFB $00,$00,$00,$00,$50,$00,$00,$00
C370 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
C378 | DEFB $55,$55,$55,$55,$55,$55,$55,$55
The next 32 bytes are copied to 8080 and specify the room name.
C380 | DEFM " At the Foot of the MegaTree " | 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.
C3A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
C3A9 | DEFB $04,$F0,$F9,$BF,$1F,$0C,$10,$28,$44 | Floor
C3B2 | DEFB $16,$AB,$AB,$AD,$AA,$AA,$AE,$55,$55 | Wall
C3BB | DEFB $06,$6E,$74,$38,$1E,$6E,$74,$38,$1E | Nasty
C3C4 | DEFB $07,$C0,$00,$30,$00,$0C,$00,$03,$00 | Ramp
C3CD | 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.
C3D6 | DEFB $00 | Direction (left)
C3D7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
C3D9 | 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.
C3DA | DEFB $00 | Direction (up to the left)
C3DB | DEFW $5F8F | Location in the attribute buffer at 5E00: (12,15)
C3DD | DEFB $03 | Length
The next byte is copied to 80DE and specifies the border colour.
C3DE | DEFB $02 | Border colour
The next two bytes are copied to 80DF, but are not used.
C3DF | DEFB $C0,$A0 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
C3E1 | DEFB $40,$A0,$5C,$22,$21,$22,$14,$08 | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
C3E9 | DEFB $04 | Room to the left (The Drive)
C3EA | DEFB $02 | Room to the right (Under the MegaTree)
C3EB | DEFB $08 | Room above (Inside the MegaTrunk)
C3EC | DEFB $00 | Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
C3ED | 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.
C3F0 | DEFB $06,$02 | Guardian no. 0x06 (vertical), base sprite 0, x=2 (A030)
C3F2 | DEFB $07,$05 | Guardian no. 0x07 (vertical), base sprite 0, x=5 (A038)
C3F4 | DEFB $08,$08 | Guardian no. 0x08 (vertical), base sprite 0, x=8 (A040)
C3F6 | DEFB $35,$09 | Guardian no. 0x35 (horizontal), base sprite 0, initial x=9 (A1A8)
C3F8 | DEFB $FF,$00 | Terminator (A3F8)
C3FA | DEFB $00,$00 | Nothing (A000)
C3FC | DEFB $00,$00 | Nothing (A000)
C3FE | DEFB $00,$00 | Nothing (A000)