; 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 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb dd de fd fc fc dd 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 df e0 fe fd fd df e0 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 e1 e2 fb fe fe e1 e2 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 3b 37 37 37 37 37 37 37 37 3f 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 52 53 fe fd fc 3c 38 38 38 38 38 38 38 38 40 fd fc fc 52 53 fe fd fc fc fb fe fe fd fc fc fb fe fd fd fc fb fb fe fd fd 54 55 fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd 54 55 fb fe fd fd fc fb fb fe fd fd fc fb fe fe 4f 50 50 51 fe fe 54 55 fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe fe 54 55 fc fb fe 4f 50 50 51 fb fe fe fd fc fb fb fe fd fd fc fb fb 54 55 fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb 54 55 fd fc fb fb fe fd fd fc fb fb fe fd fc fc fb fe fe fd fc fc 54 55 fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc 54 55 fe fd fc fc fb fe fe fd fc fc fb fe fd fd fc fb fb fe fd fd 54 55 fb fe 4f 50 50 50 50 50 50 50 50 50 50 51 fd fd 54 55 fb fe fd fd fc fb fb fe fd fd .. .. .. .. .. .. .. fb fe fe 54 55 fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe fe 54 55 fc fb fe .. .. .. .. .. .. .. .. .. .. .. .. .. .. fc fb fb 54 55 fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb 54 55 fd fc fb .. .. .. .. .. .. .. .. .. .. .. .. .. .. fd fc fc 54 55 fe fd fc fc fb fe fe e3 e4 fc fb fe fe fd fc fc 54 55 fe fd fc .. .. .. .. .. .. .. .. .. .. .. .. .. .. fe fd fd 56 57 fb fe fd fd fc fb fb e5 e6 fd fc fb fb fe fd fd 56 57 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: 00 ff ; text number of the room name (line 1 of the status area), ? 02: 01 40 48 3c 00 18 ff ff ff 00 ; entity 1: state (FF = none), y, x, frame, ... - the 2 permanent entities of the room 0c: 02 18 4c 14 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: 48 5c 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: 30 84 3b 30 10 2d ff ff ff ff ff ff ; 4 things on the floor: y, x, item (FF = none) end