Jet Set Willy: Data at 64000

| Data

64000: Room 58: The Beach (teleport: 24569)

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.
64000 | DEFB 0,0,0,0,0,0,0,0 | Room layout
64008 | DEFB 0,0,0,0,0,0,0,0
64016 | DEFB 0,0,0,0,0,0,0,0
64024 | DEFB 0,0,0,0,0,0,0,0
64032 | DEFB 0,0,0,0,0,0,0,0
64040 | DEFB 0,0,0,0,0,0,0,0
64048 | DEFB 0,0,0,0,0,0,0,0
64056 | DEFB 0,0,0,0,0,0,0,0
64064 | DEFB 0,0,0,0,0,0,170,170
64072 | DEFB 0,0,0,0,0,0,170,170
64080 | DEFB 170,160,0,0,0,0,170,170
64088 | DEFB 0,0,0,0,0,0,170,170
64096 | DEFB 0,0,0,0,0,0,170,170
64104 | DEFB 0,0,0,0,0,0,170,170
64112 | DEFB 0,5,213,117,93,117,170,170
64120 | DEFB 0,21,85,85,85,85,170,170
The next 32 bytes are copied to 32896 and specify the room name.
64128 | DEFM " The Beach " | 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.
64160 | DEFB 13,0,0,0,0,0,0,0,0 | Background
64169 | DEFB 50,0,0,64,4,0,16,0,1 | Floor
64178 | DEFB 42,68,0,146,36,128,40,130,80 | Wall
64187 | DEFB 48,66,129,231,129,90,126,60,66 | Nasty
64196 | DEFB 14,1,3,7,15,30,55,127,251 | Ramp
64205 | DEFB 44,78,170,0,64,64,68,170,255 | Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
64214 | DEFB 0 | Direction (left)
64215 | DEFW 24544 | Location in the attribute buffer at 24064: (15,0)
64217 | DEFB 5 | Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
64218 | DEFB 1 | Direction (up to the right)
64219 | DEFW 24517 | Location in the attribute buffer at 24064: (14,5)
64221 | DEFB 1 | Length
The next byte is copied to 32990 and specifies the border colour.
64222 | DEFB 2 | Border colour
The next two bytes are copied to 32991, but are not used.
64223 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
64225 | DEFB 4,5,11,11,23,55,111,239 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
64233 | DEFB 59 | Room to the left (The Yacht)
64234 | DEFB 51 | Room to the right (Tool Shed)
64235 | DEFB 58 | Room above (The Beach)
64236 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
64237 | 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.
64240 | DEFB 1,14 | Rope at x=14 (40968)
64242 | DEFB 60,84 | Arrow flying left to right at pixel y-coordinate 42 (41440)
64244 | DEFB 255,0 | Terminator (41976)
64246 | DEFB 0,0 | Nothing (40960)
64248 | DEFB 0,0 | Nothing (40960)
64250 | DEFB 0,0 | Nothing (40960)
64252 | DEFB 0,0 | Nothing (40960)
64254 | DEFB 0,0 | Nothing (40960)