Jet Set Willy: Data at DA00

| Data

DA00: Room 0x1A: East Wall Base (teleport: 2459)

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.
DA00 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00 | Room layout
DA08 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
DA10 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
DA18 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
DA20 | DEFB $A0,$00,$1A,$00,$00,$00,$00,$00
DA28 | DEFB $A0,$04,$0A,$00,$00,$00,$00,$00
DA30 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
DA38 | DEFB $A4,$00,$0A,$00,$00,$00,$00,$00
DA40 | DEFB $A0,$04,$00,$00,$00,$00,$00,$00
DA48 | DEFB $A0,$00,$00,$00,$00,$00,$00,$00
DA50 | DEFB $A0,$00,$1A,$00,$00,$00,$00,$00
DA58 | DEFB $A0,$10,$0A,$00,$00,$00,$00,$00
DA60 | DEFB $A0,$00,$0A,$00,$00,$00,$00,$00
DA68 | DEFB $A0,$04,$0A,$00,$00,$00,$00,$00
DA70 | DEFB $A0,$00,$1A,$00,$00,$00,$00,$00
DA78 | DEFB $A0,$40,$0A,$00,$00,$00,$00,$00
The next 32 bytes are copied to 8080 and specify the room name.
DA80 | DEFM " East Wall Base " | 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.
DAA0 | DEFB $00,$00,$00,$00,$00,$00,$00,$00,$00 | Background
DAA9 | DEFB $05,$5B,$A4,$A4,$55,$0A,$00,$00,$00 | Floor
DAB2 | DEFB $26,$59,$25,$26,$D9,$29,$D6,$54,$96 | Wall
DABB | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Nasty (unused)
DAC4 | DEFB $FF,$00,$00,$00,$00,$00,$00,$00,$00 | Ramp (unused)
DACD | 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.
DAD6 | DEFB $00 | Direction (left)
DAD7 | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
DAD9 | 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.
DADA | DEFB $00 | Direction (up to the left)
DADB | DEFW $0000 | Location in the attribute buffer at 5E00 (unused)
DADD | DEFB $00 | Length: 0 (there is no ramp in this room)
The next byte is copied to 80DE and specifies the border colour.
DADE | DEFB $05 | Border colour
The next two bytes are copied to 80DF, but are not used.
DADF | DEFB $00,$00 | Unused
The next eight bytes are copied to 80E1 and define the item graphic.
DAE1 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Item graphic (unused)
The next four bytes are copied to 80E9 and specify the rooms to the left, to the right, above and below.
DAE9 | DEFB $1B | Room to the left (The Chapel)
DAEA | DEFB $00 | Room to the right (The Off Licence)
DAEB | DEFB $20 | Room above (Halfway up the East Wall)
DAEC | DEFB $14 | Room below (Ballroom East)
The next three bytes are copied to 80ED, but are not used.
DAED | 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.
DAF0 | DEFB $60,$03 | Guardian no. 0x60 (vertical), base sprite 0, x=3 (A300)
DAF2 | DEFB $2D,$27 | Guardian no. 0x2D (vertical), base sprite 1, x=7 (A168)
DAF4 | DEFB $FF,$00 | Terminator (A3F8)
DAF6 | DEFB $00,$00 | Nothing (A000)
DAF8 | DEFB $00,$00 | Nothing (A000)
DAFA | DEFB $00,$00 | Nothing (A000)
DAFC | DEFB $00,$00 | Nothing (A000)
DAFE | DEFB $00,$00 | Nothing (A000)