Jet Set Willy: Data at F600

| Data

F600: Room 0x36: West Wing (teleport: 23569)

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.
F600 | DEFB $00,$A0,$00,$00,$00,$00,$00,$00 | Room layout
F608 | DEFB $00,$A0,$00,$00,$00,$00,$00,$00
F610 | DEFB $00,$A0,$00,$00,$00,$00,$00,$00
F618 | DEFB $55,$A0,$00,$00,$00,$00,$00,$00
F620 | DEFB $00,$A0,$00,$00,$00,$00,$00,$00
F628 | DEFB $00,$A0,$00,$00,$00,$00,$00,$00
F630 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F638 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F640 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F648 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F650 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F658 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F660 | DEFB $55,$55,$55,$50,$00,$55,$55,$55
F668 | DEFB $00,$00,$00,$00,$02,$AA,$AA,$AA
F670 | DEFB $00,$00,$00,$00,$0A,$AA,$AA,$AA
F678 | DEFB $00,$00,$00,$00,$2A,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
F680 | DEFM " West Wing " | 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.
F6A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
F6A9 | DEFB $41,$F9,$FF,$3F,$D5,$AA,$15,$4A,$84 | Floor
F6B2 | DEFB $27,$AC,$AE,$01,$AD,$AD,$02,$AC,$E8 | Wall
F6BB | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Nasty (unused)
F6C4 | DEFB $07,$03,$03,$0C,$0C,$30,$30,$C0,$C0 | Ramp
F6CD | 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.
F6D6 | DEFB $00 | Direction (left)
F6D7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
F6D9 | 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.
F6DA | DEFB $01 | Direction (up to the right)
F6DB | DEFW $5FF0 | Location in the attribute buffer at 5E00: (15,16)
F6DD | DEFB $10 | Length
The next byte is copied to 80DE and specifies the border colour.
F6DE | DEFB $02 | Border colour
The next two bytes are copied to 80DF, but are not used.
F6DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
F6E1 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Item graphic (unused)
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
F6E9 | DEFB $37 | Room to the left (West Bedroom)
F6EA | DEFB $1F | Room to the right (Swimming Pool)
F6EB | DEFB $38 | Room above (West Wing Roof)
F6EC | DEFB $34 | Room below (Back Stairway)
The next three bytes are copied to 80ED, but are not used.
F6ED | 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.
F6F0 | DEFB $61,$0E | Guardian no. 0x61 (vertical), base sprite 0, x=14 (A308)
F6F2 | DEFB $59,$C4 | Guardian no. 0x59 (vertical), base sprite 6, x=4 (A2C8)
F6F4 | DEFB $14,$09 | Guardian no. 0x14 (horizontal), base sprite 0, initial x=9 (A0A0)
F6F6 | DEFB $FF,$00 | Terminator (A3F8)
F6F8 | DEFB $00,$00 | Nothing (A000)
F6FA | DEFB $00,$00 | Nothing (A000)
F6FC | DEFB $00,$00 | Nothing (A000)
F6FE | DEFB $00,$00 | Nothing (A000)