Jet Set Willy: Data at F100

| Data

F100: Room 0x31: The Wine Cellar (teleport: 1569)

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.
F100 | DEFB $00,$00,$00,$00,$00,$0C,$02,$AA | Room layout
F108 | DEFB $00,$00,$00,$00,$00,$00,$02,$AA
F110 | DEFB $55,$40,$00,$00,$00,$00,$02,$AA
F118 | DEFB $00,$00,$00,$00,$00,$00,$00,$2A
F120 | DEFB $00,$00,$00,$00,$00,$00,$00,$2A
F128 | DEFB $AA,$A8,$00,$41,$00,$15,$56,$AA
F130 | DEFB $AA,$00,$00,$00,$00,$00,$00,$2A
F138 | DEFB $AA,$00,$00,$00,$00,$00,$00,$2A
F140 | DEFB $AA,$A8,$00,$41,$00,$55,$56,$AA
F148 | DEFB $A0,$00,$00,$00,$00,$00,$00,$2A
F150 | DEFB $A0,$00,$00,$00,$00,$00,$00,$2A
F158 | DEFB $AA,$A8,$00,$41,$01,$55,$55,$55
F160 | DEFB $AA,$00,$00,$C3,$03,$00,$00,$00
F168 | DEFB $AA,$00,$00,$00,$00,$00,$0A,$AA
F170 | DEFB $AA,$A8,$00,$00,$00,$00,$2A,$AA
F178 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
F180 | DEFM " The Wine Cellar " | 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. Note that because of a bug in the game engine, the conveyor tile is not drawn correctly (see the room image above).
F1A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
F1A9 | DEFB $42,$FF,$18,$E7,$10,$C7,$38,$00,$00 | Floor
F1B2 | DEFB $29,$0A,$41,$28,$05,$A0,$14,$82,$50 | Wall
F1BB | DEFB $46,$24,$24,$24,$5A,$DB,$BD,$C3,$7E | Nasty
F1C4 | DEFB $07,$03,$03,$0D,$0E,$35,$3A,$D5,$EA | Ramp
F1CD | DEFB $0D,$AA,$55,$AA,$55,$AA,$55,$AA,$55 | Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
F1D6 | DEFB $01 | Direction (right)
F1D7 | DEFW $5F9B | Location in the attribute buffer at 5E00: (12,27)
F1D9 | DEFB $05 | Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
F1DA | DEFB $01 | Direction (up to the right)
F1DB | DEFW $5FD8 | Location in the attribute buffer at 5E00: (14,24)
F1DD | DEFB $03 | Length
The next byte is copied to 80DE and specifies the border colour.
F1DE | DEFB $04 | Border colour
The next two bytes are copied to 80DF, but are not used.
F1DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
F1E1 | DEFB $00,$19,$F9,$1F,$00,$19,$FF,$1F | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
F1E9 | DEFB $33 | Room to the left (Tool Shed)
F1EA | DEFB $13 | Room to the right (The Forgotten Abbey)
F1EB | DEFB $34 | Room above (Back Stairway)
F1EC | DEFB $00 | Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
F1ED | 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.
F1F0 | DEFB $34,$10 | Guardian no. 0x34 (horizontal), base sprite 0, initial x=16 (A1A0)
F1F2 | DEFB $40,$19 | Guardian no. 0x40 (horizontal), base sprite 0, initial x=25 (A200)
F1F4 | DEFB $41,$09 | Guardian no. 0x41 (horizontal), base sprite 0, initial x=9 (A208)
F1F6 | DEFB $42,$13 | Guardian no. 0x42 (horizontal), base sprite 0, initial x=19 (A210)
F1F8 | DEFB $FF,$00 | Terminator (A3F8)
F1FA | DEFB $00,$00 | Nothing (A000)
F1FC | DEFB $00,$00 | Nothing (A000)
F1FE | DEFB $00,$00 | Nothing (A000)