; Sorcery+ room 3 (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 3 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 58 58 58 58 58 58 58 58 58 58 58 58 59 59 59 59 59 59 59 59 59 59 59 59 59 59 fd fc fb fb fe fd fd fc fb dd fe fd fd fc 3a 36 36 36 36 36 36 36 36 36 36 3e fb fb fe fd dd fc fb fb fe fd fd fc fb fb fe fd fc fc fb fe fe fd fc de fb fe fe fd 3a 36 36 36 36 36 36 36 36 36 36 3e fc fc fb fe de fd fc fc fb fe fe fd fc fc fb fe fd fd fc fb fb fe fd df fc fb fb fe 3a 36 36 36 36 36 36 36 36 36 36 3e fd fd fc fb df fe fd fd fc fb fb fe fd fd fc fb fe fe fd fc fc fb fe fe fd fc fc fb 3a 36 36 36 36 36 36 36 36 36 36 3e fe fe fd fc fc fb fe fe fd fc fc fb fe fe 37 37 37 37 3f fd fd fc fb fb fe fd fd fc 3c 38 38 38 38 38 38 38 38 38 38 40 fb fb fe fd fd fc fb fb fe 3b 37 37 37 37 36 36 36 36 3e 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 3a 36 36 36 36 36 36 36 36 3e 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 3a 36 36 36 36 36 36 36 36 3e fc fc f2 fe fe 4f 50 50 50 51 fe fd fc fc 46 47 fe fd fc fc 4f 50 50 50 51 fc fb f2 fe fd 3a 36 36 36 36 36 36 36 36 3e fd fd f3 fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc f3 fb fe 3a 36 36 36 36 36 36 36 36 3e fe fe fd fc fc fb fe fe fd fc fc fb fe fe 46 47 fc fb fe fe fd fc fc fb fe fe fd fc fc fb 3a 36 36 36 36 38 38 38 38 40 fb 4f 50 50 50 51 fb fb fe fd fd fc 6e 6f fe fd fd fc fb fb fe fd fd fc 4f 50 50 50 51 fc 3c 38 38 38 38 .. .. .. .. .. .. .. fb fe fe fd fc fc fb fe fe fd 4f 50 50 50 50 51 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 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: 0d ff ; text number of the room name (line 1 of the status area), ? 02: 02 50 48 14 00 18 ff ff ff 00 ; entity 1: state (FF = none), y, x, frame, ... - the 2 permanent entities of the room 0c: 01 60 68 3c 00 18 ff ff ff 00 ; entity 2 16: 70 08 02 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 04 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: ff 00 ; pickup (magic item): y (FF = none), x 34: 70 30 37 70 4c 2c ff ff ff ff ff ff ; 4 things on the floor: y, x, item (FF = none) end