Jet Set Willy: Data at 55296

| Data

55296: Room 24: West of Kitchen (teleport: 459)

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.
55296 | DEFB 0,0,1,0,0,0,0,0 | Room layout
55304 | DEFB 0,0,1,0,0,0,0,0
55312 | DEFB 0,0,1,0,0,0,0,0
55320 | DEFB 0,0,1,0,0,0,0,0
55328 | DEFB 0,0,1,0,0,0,0,0
55336 | DEFB 0,0,1,0,16,5,84,21
55344 | DEFB 0,0,0,0,0,0,0,0
55352 | DEFB 0,0,0,0,0,0,0,0
55360 | DEFB 160,0,0,0,0,4,0,21
55368 | DEFB 168,0,0,0,21,0,80,0
55376 | DEFB 170,0,0,80,0,0,0,0
55384 | DEFB 170,128,0,0,0,0,0,0
55392 | DEFB 170,160,0,0,21,5,84,21
55400 | DEFB 170,168,0,0,0,0,0,0
55408 | DEFB 170,170,0,0,0,0,0,0
55416 | DEFB 170,170,170,170,170,170,170,170
The next 32 bytes are copied to 32896 and specify the room name.
55424 | DEFM " West of Kitchen " | 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. Note that because of a bug in the game engine, the conveyor tile is not drawn correctly (see the room image above).
55456 | DEFB 0,0,0,0,0,0,0,0,0 | Background
55465 | DEFB 5,255,189,165,165,165,66,0,0 | Floor
55474 | DEFB 34,9,66,144,36,9,66,144,36 | Wall
55483 | DEFB 255,0,0,0,0,0,0,0,0 | Nasty (unused)
55492 | DEFB 71,192,64,176,80,172,84,171,85 | Ramp
55501 | DEFB 66,240,85,170,85,85,170,42,8 | Conveyor
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
55510 | DEFB 0 | Direction (left)
55511 | DEFW 24470 | Location in the attribute buffer at 24064: (12,22)
55513 | DEFB 5 | Length
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
55514 | DEFB 0 | Direction (up to the left)
55515 | DEFW 24520 | Location in the attribute buffer at 24064: (14,8)
55517 | DEFB 7 | Length
The next byte is copied to 32990 and specifies the border colour.
55518 | DEFB 1 | Border colour
The next two bytes are copied to 32991, but are not used.
55519 | DEFB 0,0 | Unused
The next eight bytes are copied to 32993 and define the item graphic.
55521 | DEFB 0,0,0,0,0,0,0,0 | Item graphic (unused)
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
55529 | DEFB 25 | Room to the left (Cold Store)
55530 | DEFB 23 | Room to the right (The Kitchen)
55531 | DEFB 30 | Room above (The Banyan Tree)
55532 | DEFB 0 | Room below (The Off Licence)
The next three bytes are copied to 33005, but are not used.
55533 | 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.
55536 | DEFB 49,9 | Guardian no. 49 (vertical), base sprite 0, x=9 (41352)
55538 | DEFB 50,14 | Guardian no. 50 (vertical), base sprite 0, x=14 (41360)
55540 | DEFB 49,20 | Guardian no. 49 (vertical), base sprite 0, x=20 (41352)
55542 | DEFB 48,27 | Guardian no. 48 (vertical), base sprite 0, x=27 (41344)
55544 | DEFB 255,0 | Terminator (41976)
55546 | DEFB 0,0 | Nothing (40960)
55548 | DEFB 0,0 | Nothing (40960)
55550 | DEFB 0,0 | Nothing (40960)