Jet Set Willy: Data at F000

| Data

F000: Room 0x30: Nomen Luni (teleport: 569)

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.
F000 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout
F008 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F010 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F018 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F020 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
F028 | DEFB $00,$00,$00,$00,$0A,$AA,$00,$00
F030 | DEFB $00,$00,$00,$01,$0A,$AA,$00,$50
F038 | DEFB $00,$00,$00,$00,$00,$A0,$00,$00
F040 | DEFB $00,$00,$01,$50,$00,$A0,$40,$00
F048 | DEFB $00,$00,$00,$00,$04,$A0,$00,$0A
F050 | DEFB $00,$00,$00,$00,$00,$A0,$00,$2A
F058 | DEFB $00,$00,$00,$00,$40,$A0,$0A,$A2
F060 | DEFB $00,$00,$00,$00,$01,$A0,$21,$42
F068 | DEFB $00,$00,$00,$00,$00,$A0,$00,$0A
F070 | DEFB $00,$00,$00,$AA,$AA,$AA,$AA,$A2
F078 | DEFB $00,$00,$00,$AA,$AA,$AA,$AA,$A2
The next 32 bytes are copied to 8080 and specify the room name.
F080 | DEFM " Nomen Luni " | 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.
F0A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
F0A9 | DEFB $0D,$FF,$22,$44,$88,$55,$22,$00,$00 | Floor
F0B2 | DEFB $F3,$AA,$70,$AA,$6C,$B1,$5F,$AA,$55 | Wall
F0BB | DEFB $06,$55,$A2,$55,$98,$1C,$2A,$45,$8A | Nasty (unused)
F0C4 | DEFB $07,$03,$00,$0C,$00,$34,$0A,$C4,$00 | Ramp
F0CD | 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.
F0D6 | DEFB $00 | Direction (left)
F0D7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
F0D9 | 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.
F0DA | DEFB $01 | Direction (up to the right)
F0DB | DEFW $5FE9 | Location in the attribute buffer at 5E00: (15,9)
F0DD | DEFB $05 | Length
The next byte is copied to 80DE and specifies the border colour.
F0DE | DEFB $02 | Border colour
The next two bytes are copied to 80DF, but are not used.
F0DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
F0E1 | DEFB $12,$12,$12,$12,$12,$12,$12,$12 | Item graphic (unused)
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
F0E9 | DEFB $00 | Room to the left (The Off Licence)
F0EA | DEFB $12 | Room to the right (On the Roof)
F0EB | DEFB $00 | Room above (The Off Licence)
F0EC | DEFB $2A | Room below (Under the Roof)
The next three bytes are copied to 80ED, but are not used.
F0ED | 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.
F0F0 | DEFB $68,$05 | Guardian no. 0x68 (horizontal), base sprite 0, initial x=5 (A340)
F0F2 | DEFB $6B,$14 | Guardian no. 0x6B (horizontal), base sprite 0, initial x=20 (A358)
F0F4 | DEFB $1D,$90 | Guardian no. 0x1D (vertical), base sprite 4, x=16 (A0E8)
F0F6 | DEFB $0B,$16 | Guardian no. 0x0B (vertical), base sprite 0, x=22 (A058)
F0F8 | DEFB $FF,$00 | Terminator (A3F8)
F0FA | DEFB $00,$00 | Nothing (A000)
F0FC | DEFB $00,$00 | Nothing (A000)
F0FE | DEFB $00,$00 | Nothing (A000)