Jet Set Willy: Data at 49152

| Data

49152: Room 0: The Off Licence (teleport: 9)

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.
49152 | DEFB 0,0,0,0,0,0,0,0 | Room layout
49160 | DEFB 0,0,0,0,0,0,0,0
49168 | DEFB 0,0,0,0,0,0,0,0
49176 | DEFB 0,0,0,170,170,170,170,170
49184 | DEFB 0,0,0,128,0,0,0,2
49192 | DEFB 0,0,0,128,0,0,0,2
49200 | DEFB 0,0,0,140,0,0,0,2
49208 | DEFB 0,0,0,128,0,0,0,2
49216 | DEFB 0,0,0,128,0,0,0,2
49224 | DEFB 0,0,0,128,0,0,0,2
49232 | DEFB 0,0,0,128,0,0,0,2
49240 | DEFB 0,0,0,170,0,0,2,170
49248 | DEFB 0,0,0,0,0,0,0,2
49256 | DEFB 0,0,0,0,0,0,0,2
49264 | DEFB 0,0,0,0,0,0,0,2
49272 | DEFB 85,85,85,85,85,85,85,85
The next 32 bytes are copied to 32896 and specify the room name.
49280 | DEFM " The Off Licence " | 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.
49312 | DEFB 0,0,0,0,0,0,0,0,0 | Background
49321 | DEFB 68,255,222,108,136,18,64,4,0 | Floor
49330 | DEFB 22,34,255,136,255,34,255,136,255 | Wall
49339 | DEFB 5,248,136,158,189,189,158,136,248 | Nasty
49348 | DEFB 7,3,0,12,0,48,0,192,0 | Ramp
49357 | DEFB 67,51,255,51,0,255,0,170,0 | Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
49366 | DEFB 0 | Direction (left)
49367 | DEFW 24371 | Location in the attribute buffer at 24064: (9,19)
49369 | DEFB 12 | Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
49370 | DEFB 1 | Direction (up to the right)
49371 | DEFW 24535 | Location in the attribute buffer at 24064: (14,23)
49373 | DEFB 4 | Length
The next byte is copied to 32990 and specifies the border colour.
49374 | DEFB 5 | Border colour
The next two bytes are copied to 32991, but are not used.
49375 | DEFB 0,160 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
49377 | DEFB 24,24,60,126,98,98,98,126 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
49385 | DEFB 1 | Room to the left (The Bridge)
49386 | DEFB 0 | Room to the right (The Off Licence)
49387 | DEFB 0 | Room above (The Off Licence)
49388 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
49389 | 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.
49392 | DEFB 10,138 | Guardian no. 10 (vertical), base sprite 4, x=10 (41040)
49394 | DEFB 12,29 | Guardian no. 12 (horizontal), base sprite 0, initial x=29 (41056)
49396 | DEFB 44,39 | Guardian no. 44 (vertical), base sprite 1, x=7 (41312)
49398 | DEFB 255,0 | Terminator (41976)
49400 | DEFB 0,0 | Nothing (40960)
49402 | DEFB 0,0 | Nothing (40960)
49404 | DEFB 0,0 | Nothing (40960)
49406 | DEFB 0,0 | Nothing (40960)