Jet Set Willy: Data at 52480

| Data

52480: Room 13: Out on a limb (teleport: 1349)

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.
52480 | DEFB 0,0,0,0,0,0,0,0 | Room layout
52488 | DEFB 0,0,0,0,0,0,0,0
52496 | DEFB 0,0,0,0,0,0,0,0
52504 | DEFB 0,0,0,0,0,0,0,0
52512 | DEFB 0,0,0,0,0,0,0,0
52520 | DEFB 0,0,0,4,0,0,0,0
52528 | DEFB 0,16,0,0,4,1,0,0
52536 | DEFB 0,0,4,0,0,0,0,0
52544 | DEFB 0,0,0,0,0,0,16,0
52552 | DEFB 0,0,0,1,0,64,0,0
52560 | DEFB 4,0,0,4,64,0,0,0
52568 | DEFB 0,4,0,1,16,0,0,0
52576 | DEFB 0,0,1,0,74,170,170,170
52584 | DEFB 1,0,0,0,0,127,255,0
52592 | DEFB 0,0,64,0,64,31,252,0
52600 | DEFB 0,0,0,64,0,1,80,0
The next 32 bytes are copied to 32896 and specify the room name.
52608 | DEFM " Out on a limb " | 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.
52640 | DEFB 0,0,0,0,0,0,0,0,0 | Background
52649 | DEFB 4,1,30,6,122,26,232,104,160 | Floor
52658 | DEFB 66,7,255,252,56,24,16,32,0 | Wall
52667 | DEFB 2,1,129,6,88,32,64,136,130 | Nasty
52676 | DEFB 4,0,0,0,0,0,0,0,0 | Ramp (unused)
52685 | DEFB 255,0,0,0,0,0,0,0,0 | Conveyor (unused)
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
52694 | DEFB 0 | Direction (left)
52695 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
52697 | DEFB 0 | Length: 0 (there is no conveyor in this room)
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
52698 | DEFB 1 | Direction (up to the right)
52699 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
52701 | DEFB 0 | Length: 0 (there is no ramp in this room)
The next byte is copied to 32990 and specifies the border colour.
52702 | DEFB 5 | Border colour
The next two bytes are copied to 32991, but are not used.
52703 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
52705 | DEFB 96,184,190,93,90,53,42,21 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
52713 | DEFB 10 | Room to the left (The Front Door)
52714 | DEFB 12 | Room to the right (Tree Top)
52715 | DEFB 0 | Room above (The Off Licence)
52716 | DEFB 9 | Room below (On a Branch Over the Drive)
The next three bytes are copied to 33005, but are not used.
52717 | 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.
52720 | DEFB 45,76 | Guardian no. 45 (vertical), base sprite 2, x=12 (41320)
52722 | DEFB 25,19 | Guardian no. 25 (horizontal), base sprite 0, initial x=19 (41160)
52724 | DEFB 88,20 | Guardian no. 88 (horizontal), base sprite 0, initial x=20 (41664)
52726 | DEFB 255,0 | Terminator (41976)
52728 | DEFB 0,0 | Nothing (40960)
52730 | DEFB 0,0 | Nothing (40960)
52732 | DEFB 0,0 | Nothing (40960)
52734 | DEFB 0,0 | Nothing (40960)