Jet Set Willy: Data at CD00

| Data

CD00: Room 0x0D: Out on a limb (teleport: 1349)

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.
CD00 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout
CD08 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
CD10 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
CD18 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
CD20 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
CD28 | DEFB $00,$00,$00,$04,$00,$00,$00,$00
CD30 | DEFB $00,$10,$00,$00,$04,$01,$00,$00
CD38 | DEFB $00,$00,$04,$00,$00,$00,$00,$00
CD40 | DEFB $00,$00,$00,$00,$00,$00,$10,$00
CD48 | DEFB $00,$00,$00,$01,$00,$40,$00,$00
CD50 | DEFB $04,$00,$00,$04,$40,$00,$00,$00
CD58 | DEFB $00,$04,$00,$01,$10,$00,$00,$00
CD60 | DEFB $00,$00,$01,$00,$4A,$AA,$AA,$AA
CD68 | DEFB $01,$00,$00,$00,$00,$7F,$FF,$00
CD70 | DEFB $00,$00,$40,$00,$40,$1F,$FC,$00
CD78 | DEFB $00,$00,$00,$40,$00,$01,$50,$00
The next 32 bytes are copied to 8080 and specify the room name.
CD80 | DEFM " Out on a limb " | 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.
CDA0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
CDA9 | DEFB $04,$01,$1E,$06,$7A,$1A,$E8,$68,$A0 | Floor
CDB2 | DEFB $42,$07,$FF,$FC,$38,$18,$10,$20,$00 | Wall
CDBB | DEFB $02,$01,$81,$06,$58,$20,$40,$88,$82 | Nasty
CDC4 | DEFB $04,$00,$00,$00,$00,$00,$00,$00,$00 | Ramp (unused)
CDCD | 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.
CDD6 | DEFB $00 | Direction (left)
CDD7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
CDD9 | 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.
CDDA | DEFB $01 | Direction (up to the right)
CDDB | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
CDDD | DEFB $00 | Length: 0 (there is no ramp in this room)
The next byte is copied to 80DE and specifies the border colour.
CDDE | DEFB $05 | Border colour
The next two bytes are copied to 80DF, but are not used.
CDDF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
CDE1 | DEFB $60,$B8,$BE,$5D,$5A,$35,$2A,$15 | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
CDE9 | DEFB $0A | Room to the left (The Front Door)
CDEA | DEFB $0C | Room to the right (Tree Top)
CDEB | DEFB $00 | Room above (The Off Licence)
CDEC | DEFB $09 | Room below (On a Branch Over the Drive)
The next three bytes are copied to 80ED, but are not used.
CDED | 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.
CDF0 | DEFB $2D,$4C | Guardian no. 0x2D (vertical), base sprite 2, x=12 (A168)
CDF2 | DEFB $19,$13 | Guardian no. 0x19 (horizontal), base sprite 0, initial x=19 (A0C8)
CDF4 | DEFB $58,$14 | Guardian no. 0x58 (horizontal), base sprite 0, initial x=20 (A2C0)
CDF6 | DEFB $FF,$00 | Terminator (A3F8)
CDF8 | DEFB $00,$00 | Nothing (A000)
CDFA | DEFB $00,$00 | Nothing (A000)
CDFC | DEFB $00,$00 | Nothing (A000)
CDFE | DEFB $00,$00 | Nothing (A000)