; Sorcery+ room 0 (version C level) ; map: 40 x 18 tiles, hex tile ids (tile id = row*16+column of the tile sheets in graphics/tiles1.png / tiles2.png), '..' = 00 = empty. ; The tile classes used by the game: ids 00 and above DC = empty, 1E/1F, 46/47, 6E/6F = animated hazards, all other ids are solid. room 0 map 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd dd fb fb fe dd fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe fe de fc fc fb de fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb df fd fd fc df fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fc fc fb fe fe fd 52 53 fb fe fe fd fc fc fb ec ed fd fc fc fb fe fe fd fc fc fb fe 52 53 fc fc fb fe fe fd fc fc 4f 50 50 51 fc fb fb fe 54 55 fc fb f2 fe fd fd fc ee ef fe fd fd fc fb fb fe fd f2 fc fb 54 55 fd fd fc fb 4f 50 50 51 fc fb fe fe fd fc fc fb 54 55 fd fc f3 fb fe fe fd f0 f1 fb fe fe fd fc fc fb fe f3 fd fc 54 55 fe fe fd fc fc fb fe fe fd fc fb fb fe fd fd fc 54 55 fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd 54 55 fb fb fe fd fd fc fb fb fe fd fc fc fb fe fe fd 54 55 fb fe fe fd fc 4f 50 50 50 50 50 50 50 50 51 fd fc fc fb fe 54 55 fc fc fb fe fe fd fc fc fb fe fd fd fc fb fb fe 54 55 fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb 54 55 fd fd fc fb fb fe fd fd .. .. .. .. .. .. .. fb 54 55 fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc 54 55 fe .. .. .. .. .. .. .. .. .. .. .. .. .. .. fc 54 55 fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd 54 55 fb .. .. .. .. .. .. .. .. .. .. .. .. .. .. fd 54 55 fb fe fe fd fc fc fb fe fe e6 e7 e8 fb fe fe fd fc fc fb fe 54 55 fc .. .. .. .. .. .. .. .. .. .. .. .. .. .. fe 56 57 fc fb fb fe fd fd fc fb fb e9 ea eb fc fb fb fe fd fd fc fb 56 57 fd .. .. .. .. .. .. .. 27 02 27 02 02 27 02 27 02 02 27 02 27 02 02 27 02 27 02 02 27 02 27 02 02 27 02 27 02 02 27 02 27 02 02 27 02 27 02 02 end ; room record: 64 bytes in hex, grouped by field (the text after ';' is only a note) record 00: 0c ff ; text number of the room name (line 1 of the status area), ? 02: 02 40 3c 14 00 18 ff ff ff 00 ; entity 1: state (FF = none), y, x, frame, ... - the 2 permanent entities of the room 0c: ff ff ff ff ff ff ff ff ff ff ; entity 2 16: ff ff ff ff ; door in the left wall 1: y, x, destination room, flags (bits 0-5 lock type 0-6, bit 6/7 = which door/side at the destination) 1a: ff ff ff ff ; door in the left wall 2 1e: 70 94 01 00 ; door in the right wall 1 22: ff ff ff ff ; door in the right wall 2 26: 70 50 00 ; object A (cauldron that heals): y, x, ? (FF = none) 29: ff ff ff ; object B (cauldron that harms) 2c: ff ff ff ; object C (locked door): y, x, key item 2f: ff ff ff ; object D (locked door 2): y, x, key item 32: ff 00 ; pickup (magic item): y (FF = none), x 34: 70 04 41 ff ff ff ff ff ff ff ff ff ; 4 things on the floor: y, x, item (FF = none) end