|DESIGN A PLATFORM|
||This is normally blank and makes up the
background for the room. Your shape description
should hold zeroes - unless of course you have
||Sections of the screen with this bit pattern
allow Willy to pass through from underneath or the
side, but they'll hold Willy up if he lands on
||This bit pattern won't let Willy through no
matter which direction he attacks from - a bit of
a dead end all round.
||This is the bit pattern for the killer blocks -
one touch and poor ol' Willy's a gonner.
|Here's the bit information for the background of
each room - the wallpaper and paint job.|
|TRAVELATORS AND STAIRCASES|
||This tells you the direction of the
travelators and stairways - 0s for left and 1s for
|2nd and 3rd byte:
||Together these bytes make up a
screen address for the bottom of a staircase, or
the left-hand end of a travelator. The picture's
built up off screen and then copied, so this
assumes that the screen starts at 5E00 hex. The
real address then has to have 11E00 [sic] added to it.
||This gives the length of the stairs or
|This is the information you'll need to construct
your own travelators and stairways. Going up!|
|JET SET WILLY'S ADDRESS|
All numbers are in hex:
||The game starts here after you've pressed
Enter from the logo screen.
||This prepares the moving graphics data.
||The subroutine here puts those wandering
Willies at the bottom of your screen.
||Here the basic room platform data is put on
||Puts the objects on the screen.
||Handles the special case rooms. You know the
ones - the master bedroom and the bathroom.
||This subroutine puts a 2 by 2 graphic on the
|91BE and 90C0
||These two subroutines are the main
ones for handling the moving graphics.
||A single byte containing the current room
|Left: Here's the breakdown you'll need (and
probably get if you try it. Ed) of the Jet Set
room information area. Just change the numbers to
suit your new design scheme. The easier place to
start is the [ room - that's where Dave put April