Jet Set Willy: Data at FA00

| Data

FA00: Room 0x3A: The Beach (teleport: 24569)

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.
FA00 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout
FA08 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
FA10 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
FA18 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
FA20 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
FA28 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
FA30 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
FA38 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
FA40 | DEFB $00,$00,$00,$00,$00,$00,$AA,$AA
FA48 | DEFB $00,$00,$00,$00,$00,$00,$AA,$AA
FA50 | DEFB $AA,$A0,$00,$00,$00,$00,$AA,$AA
FA58 | DEFB $00,$00,$00,$00,$00,$00,$AA,$AA
FA60 | DEFB $00,$00,$00,$00,$00,$00,$AA,$AA
FA68 | DEFB $00,$00,$00,$00,$00,$00,$AA,$AA
FA70 | DEFB $00,$05,$D5,$75,$5D,$75,$AA,$AA
FA78 | DEFB $00,$15,$55,$55,$55,$55,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
FA80 | DEFM " The Beach " | 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.
FAA0 | DEFB $0D,$00,$00,$00,$00,$00,$00,$00,$00 | Background
FAA9 | DEFB $32,$00,$00,$40,$04,$00,$10,$00,$01 | Floor
FAB2 | DEFB $2A,$44,$00,$92,$24,$80,$28,$82,$50 | Wall
FABB | DEFB $30,$42,$81,$E7,$81,$5A,$7E,$3C,$42 | Nasty
FAC4 | DEFB $0E,$01,$03,$07,$0F,$1E,$37,$7F,$FB | Ramp
FACD | DEFB $2C,$4E,$AA,$00,$40,$40,$44,$AA,$FF | Conveyor
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
FAD6 | DEFB $00 | Direction (left)
FAD7 | DEFW $5FE0 | Location in the attribute buffer at 5E00: (15,0)
FAD9 | DEFB $05 | Length
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
FADA | DEFB $01 | Direction (up to the right)
FADB | DEFW $5FC5 | Location in the attribute buffer at 5E00: (14,5)
FADD | DEFB $01 | Length
The next byte is copied to 80DE and specifies the border colour.
FADE | DEFB $02 | Border colour
The next two bytes are copied to 80DF, but are not used.
FADF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
FAE1 | DEFB $04,$05,$0B,$0B,$17,$37,$6F,$EF | Item graphic
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
FAE9 | DEFB $3B | Room to the left (The Yacht)
FAEA | DEFB $33 | Room to the right (Tool Shed)
FAEB | DEFB $3A | Room above (The Beach)
FAEC | DEFB $00 | Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
FAED | 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.
FAF0 | DEFB $01,$0E | Rope at x=14 (A008)
FAF2 | DEFB $3C,$54 | Arrow flying left to right at pixel y-coordinate 42 (A1E0)
FAF4 | DEFB $FF,$00 | Terminator (A3F8)
FAF6 | DEFB $00,$00 | Nothing (A000)
FAF8 | DEFB $00,$00 | Nothing (A000)
FAFA | DEFB $00,$00 | Nothing (A000)
FAFC | DEFB $00,$00 | Nothing (A000)
FAFE | DEFB $00,$00 | Nothing (A000)