; Sorcery+ room 1 (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 1 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 58 58 58 58 58 58 58 58 58 58 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 e0 e1 fb fb fe fd dd fc fb fb fe fd fd fc fb 3a 36 36 36 36 36 36 36 36 3e fc fb fb fe fd fd fc fb dd fe fd fd fc fb fb e2 e3 fc fc fb fe de fd fc fc fb fe fe fd fc 3a 36 36 36 36 36 36 36 36 3e fd fc fc fb fe fe fd fc de fb fe fe fd fc fc fb fe fd fd fc fb df fe fd fd fc fb fb fe fd 3c 38 38 38 38 38 38 38 38 40 fe fd fd fc fb fb fe fd df 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 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 fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc 4f 50 50 50 50 51 fb 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 4f 50 50 51 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 4f 50 50 51 fb fb 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 6e 6f 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 6e 6f fd fc fb fb fe fd fd fc 4f 50 50 50 50 51 fb fb fe fd fd fc fb fb fe fd fd .. .. .. .. .. .. .. fb fe fe fd 4f 50 50 50 50 51 fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe .. .. .. .. .. .. .. .. .. .. .. .. .. .. 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 .. .. .. .. .. .. .. .. .. .. .. .. .. .. 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 .. .. .. .. .. .. .. .. .. .. .. .. .. .. 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 .. .. .. .. .. .. .. 27 02 27 02 02 27 02 27 02 0a 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 2b 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: 14 ff ; text number of the room name (line 1 of the status area), ? 02: 01 60 48 3c 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: 70 08 00 80 ; 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 02 00 ; door in the right wall 1 22: ff ff ff ff ; door in the right wall 2 26: ff ff ff ; 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: 28 48 ; pickup (magic item): y (FF = none), x 34: 48 64 37 ff ff ff ff ff ff ff ff ff ; 4 things on the floor: y, x, item (FF = none) end