; Sorcery+ room 2 (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 2 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 e0 e1 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 e0 e1 e2 e3 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 e2 e3 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 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 4f 50 50 50 50 51 fd fd f2 fb fb fe 4f 50 50 50 50 51 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 f3 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 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 fe 4f 50 50 50 51 fe fe fd fc fc fb fe fe fd fc e4 e5 fe e4 e5 fc fc fb fe fe fd fc fc fb 4f 50 50 50 51 fb fe fe fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb 06 02 27 02 27 02 02 2f 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 5a 58 58 58 58 58 58 5c fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe fd fd fc fb fb e4 e5 e4 e5 fb fb fe fd fd 62 60 60 60 60 60 60 64 fb fe fd fd fc e4 e5 e4 e5 fd fc fb fb fe fd fd .. .. .. .. .. .. .. 3b 37 37 37 3f fc fb fe fe 62 60 60 60 60 60 60 64 fc fb fe fe 3b 37 37 37 3f .. .. .. .. .. .. .. .. .. .. .. .. .. .. 3a 36 36 36 3e fd fc fb fb 62 60 60 60 60 60 60 64 fd fc fb fb 3a 36 36 36 3e .. .. .. .. .. .. .. .. .. .. .. .. .. .. 3a 36 36 36 3e fe fd fc fc 62 60 60 60 60 60 60 64 fe fd fc fc 3a 36 36 36 3e .. .. .. .. .. .. .. .. .. .. .. .. .. .. 3a 36 36 36 3e fb 6e 6f fd 62 60 60 60 60 60 60 64 fb 6e 6f fd 3a 36 36 36 3e .. .. .. .. .. .. .. 27 02 27 02 02 27 02 60 60 60 60 60 27 02 02 27 60 60 60 60 60 60 60 60 02 27 02 27 60 60 60 60 60 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: 1f ff ; text number of the room name (line 1 of the status area), ? 02: 03 20 10 0c 00 18 ff ff ff 00 ; entity 1: state (FF = none), y, x, frame, ... - the 2 permanent entities of the room 0c: 01 10 50 3c 00 18 ff ff ff 00 ; entity 2 16: 70 08 01 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 03 00 ; door in the right wall 1 22: ff ff ff ff ; door in the right wall 2 26: 50 74 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: 50 20 2d ff ff ff ff ff ff ff ff ff ; 4 things on the floor: y, x, item (FF = none) end