; Sorcery+ room 4 (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 4 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 fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc e0 e1 fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc ec ed fe fd fc ec ed 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 ee ef fb fe fd ee ef 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 f0 f1 fc fb fe f0 f1 fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fb fb fe 4f 50 50 50 51 fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd 4f 50 50 50 51 fd fd fc fb fb fe fd fc fc fb fe fe fd fc fc fb fe 52 53 fc fc fb fe fe fd fc fc fb fe fe fd 52 53 fb fe fe fd fc fc fb fe fe fd fc fc fb fe fd fd fc fb fb fe fd fd fc fb 54 55 fd f2 4f 50 50 50 50 50 50 51 fb fe 54 55 fc fb fb fe fd fd fc fb fb fe fd fd fc fb fe fe fd fc fc fb fe fe fd fc 54 55 fe f3 fd fc fc fb fe fe fd fc fc fb 54 55 fd fc fc fb fe fe fd fc fc fb fe fe fd fc fb fb fe fd fd fc fb fb fe fd 54 55 fb fb fe fd fd fc fb fb fe fd fd fc 54 55 fe fd fd fc fb fb fe fd fd fc fb fb fe fd fc 4f 50 50 50 51 fc fc fb fe 54 55 fc fc fb fe fe fd fc fc fb fe fe fd 54 55 fb fe fe fd fc 4f 50 50 50 51 fc fc fb fe fd fd fc fb fb fe fd fd fc fb 54 55 fd fd fc fb fb fe fd fd fc fb fb fe 54 55 fc fb fb fe fd fd fc fb fb fe fd fd .. .. .. .. .. .. .. fb fe fe fd fc 54 55 fe fe fd fc fc fb fe fe fd fc fc fb 54 55 fd fc fc fb fe .. .. .. .. .. .. .. .. .. .. .. .. .. .. fc fb fb fe fd 54 55 fb fb fe fd fd fc fb fb fe fd fd fc 54 55 fe fd fd fc fb .. .. .. .. .. .. .. .. .. .. .. .. .. .. fd fc fc fb fe 54 55 fc fc fb fe fe fd e6 e7 e8 fe fe fd 54 55 fb fe fe fd fc .. .. .. .. .. .. .. .. .. .. .. .. .. .. fe fd fd fc fb 56 57 fd fd fc fb fb fe e9 ea eb fb fb fe 56 57 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: 1b ff ; text number of the room name (line 1 of the status area), ? 02: 01 20 68 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 03 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 05 00 ; door in the right wall 1 22: ff ff ff ff ; door in the right wall 2 26: 40 8c 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: 28 48 ; pickup (magic item): y (FF = none), x 34: 40 14 41 ff ff ff ff ff ff ff ff ff ; 4 things on the floor: y, x, item (FF = none) end