Jet Set Willy: Data at 56832

| Data

56832: Room 30: The Banyan Tree (teleport: 23459)

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.
56832 | DEFB 0,0,0,160,0,0,0,0 | Room layout
56840 | DEFB 0,0,0,160,0,0,0,0
56848 | DEFB 0,0,0,144,0,0,0,0
56856 | DEFB 0,0,0,148,0,0,0,0
56864 | DEFB 0,0,0,149,80,0,0,0
56872 | DEFB 0,0,0,129,8,0,0,0
56880 | DEFB 0,0,0,1,4,0,0,0
56888 | DEFB 0,0,0,0,4,0,0,0
56896 | DEFB 0,0,0,128,0,0,0,0
56904 | DEFB 0,0,0,130,0,0,0,0
56912 | DEFB 0,8,32,130,8,0,0,0
56920 | DEFB 0,8,32,130,8,0,0,0
56928 | DEFB 170,170,170,170,170,170,90,170
56936 | DEFB 170,170,0,0,0,0,90,170
56944 | DEFB 170,170,0,0,0,0,90,170
56952 | DEFB 170,170,85,85,85,85,90,170
The next 32 bytes are copied to 32896 and specify the room name.
56960 | DEFM " The Banyan Tree " | 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.
56992 | DEFB 0,0,0,0,0,0,0,0,0 | Background
57001 | DEFB 72,0,162,0,0,0,70,0,147 | Floor
57010 | DEFB 22,74,41,37,73,146,164,37,148 | Wall
57019 | DEFB 14,165,90,165,90,165,90,165,90 | Nasty (unused)
57028 | DEFB 7,3,0,12,0,48,0,192,0 | Ramp
57037 | 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.
57046 | DEFB 0 | Direction (left)
57047 | DEFW 0 | Location in the attribute buffer at 24064 (unused)
57049 | 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.
57050 | DEFB 1 | Direction (up to the right)
57051 | DEFW 24420 | Location in the attribute buffer at 24064: (11,4)
57053 | DEFB 8 | Length
The next byte is copied to 32990 and specifies the border colour.
57054 | DEFB 2 | Border colour
The next two bytes are copied to 32991, but are not used.
57055 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
57057 | DEFB 5,56,69,130,130,130,68,56 | Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
57065 | DEFB 31 | Room to the left (Swimming Pool)
57066 | DEFB 29 | Room to the right (The Nightmare Room)
57067 | DEFB 36 | Room above (A bit of tree)
57068 | DEFB 24 | Room below (West of Kitchen)
The next three bytes are copied to 33005, but are not used.
57069 | 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.
57072 | DEFB 100,138 | Guardian no. 100 (vertical), base sprite 4, x=10 (41760)
57074 | DEFB 101,141 | Guardian no. 101 (vertical), base sprite 4, x=13 (41768)
57076 | DEFB 102,16 | Guardian no. 102 (vertical), base sprite 0, x=16 (41776)
57078 | DEFB 88,22 | Guardian no. 88 (horizontal), base sprite 0, initial x=22 (41664)
57080 | DEFB 255,0 | Terminator (41976)
57082 | DEFB 0,0 | Nothing (40960)
57084 | DEFB 0,0 | Nothing (40960)
57086 | DEFB 0,0 | Nothing (40960)