Jet Set Willy: Data at D700

| Data

D700: Room 0x17: The Kitchen (teleport: 12359)

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.
D700 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Room layout
D708 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D710 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D718 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D720 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D728 | DEFB $54,$15,$41,$50,$00,$00,$00,$00
D730 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D738 | DEFB $00,$00,$00,$00,$04,$00,$00,$00
D740 | DEFB $54,$15,$40,$00,$00,$00,$00,$2A
D748 | DEFB $00,$00,$01,$50,$00,$00,$00,$AA
D750 | DEFB $00,$00,$00,$00,$00,$00,$02,$AA
D758 | DEFB $00,$00,$00,$00,$00,$00,$00,$00
D760 | DEFB $54,$15,$41,$50,$00,$00,$00,$00
D768 | DEFB $00,$00,$00,$00,$15,$00,$00,$00
D770 | DEFB $00,$00,$00,$00,$00,$02,$AA,$AA
D778 | DEFB $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
The next 32 bytes are copied to 8080 and specify the room name.
D780 | DEFM " The Kitchen " | 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.
D7A0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
D7A9 | DEFB $04,$FE,$01,$7D,$85,$81,$81,$81,$01 | Floor
D7B2 | DEFB $4D,$42,$A5,$5A,$24,$24,$5A,$A5,$42 | Wall
D7BB | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Nasty (unused)
D7C4 | DEFB $47,$03,$00,$0C,$00,$30,$00,$C0,$00 | Ramp
D7CD | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Conveyor (unused)
The next four bytes are copied to 80D6 and specify the direction, location and length of the conveyor.
D7D6 | DEFB $00 | Direction (left)
D7D7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
D7D9 | DEFB $00 | Length: 0 (there is no conveyor in this room)
The next four bytes are copied to 80DA and specify the direction, location and length of the ramp.
D7DA | DEFB $01 | Direction (up to the right)
D7DB | DEFW $5FD6 | Location in the attribute buffer at 5E00: (14,22)
D7DD | DEFB $07 | Length
The next byte is copied to 80DE and specifies the border colour.
D7DE | DEFB $04 | Border colour
The next two bytes are copied to 80DF, but are not used.
D7DF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
D7E1 | DEFB $20,$40,$A0,$18,$16,$09,$08,$04 | Item graphic (unused)
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
D7E9 | DEFB $18 | Room to the left (West of Kitchen)
D7EA | DEFB $16 | Room to the right (To the Kitchens Main Stairway)
D7EB | DEFB $00 | Room above (The Off Licence)
D7EC | DEFB $00 | Room below (The Off Licence)
The next three bytes are copied to 80ED, but are not used.
D7ED | 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.
D7F0 | DEFB $30,$03 | Guardian no. 0x30 (vertical), base sprite 0, x=3 (A180)
D7F2 | DEFB $31,$09 | Guardian no. 0x31 (vertical), base sprite 0, x=9 (A188)
D7F4 | DEFB $32,$0F | Guardian no. 0x32 (vertical), base sprite 0, x=15 (A190)
D7F6 | DEFB $30,$14 | Guardian no. 0x30 (vertical), base sprite 0, x=20 (A180)
D7F8 | DEFB $FF,$00 | Terminator (A3F8)
D7FA | DEFB $00,$00 | Nothing (A000)
D7FC | DEFB $00,$00 | Nothing (A000)
D7FE | DEFB $00,$00 | Nothing (A000)