; 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 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 fd fc fb fb fe fd fd fc f5 fb fe fd fd fc fb 3a 36 36 36 36 36 36 36 36 3e fc fb fb fe fd f5 fc fb fb fe fd fd fc fb fb fe fd fc fc fb fe fe fd f6 fc fb fe fe fd fc 3a 36 36 36 36 36 36 36 36 3e fd fc fc fb fe f6 fd fc fc fb fe fe fd fc fc fb fe fd fd fc fb fb fe f7 fd fc fb fb fe fd 3a 36 36 36 36 36 36 36 36 3e fe fd fd fc fb f7 fe fd fd fc fb fb fe fd fd fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe 3a 36 36 36 36 36 36 36 36 3e 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 3c 38 38 38 38 38 38 38 38 40 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 37 37 37 3f fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb 46 47 fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb 3b 37 37 37 36 36 36 3e fd fc fc fb fe fe fd fc 4f 50 50 50 50 51 fc fb fe fe 4f 50 50 50 50 51 fd fc fc fb fe fe fd fc 3a 36 36 36 36 36 36 3e fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd 46 47 fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd 3a 36 36 36 36 36 36 3e 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 3a 36 36 36 38 38 38 40 fc fb 4f 50 50 50 50 51 fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd 4f 50 50 50 50 51 fd fc fb 3c 38 38 38 .. .. .. .. .. .. .. fb fe fe fd fc fc fb fe fe fd fc 6e 6f fe fe fd fc fc fb fe fe fd fc fc fb fe .. .. .. .. .. .. .. .. .. .. .. .. .. .. fc fb fb fe fd fd fc fb fb fe 4f 50 50 50 50 51 fd fd fc fb fb fe fd fd fc fb .. .. .. .. .. .. .. .. .. .. .. .. .. .. fd fc e3 e4 fe fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe e3 e4 fc .. .. .. .. .. .. .. .. .. .. .. .. .. .. fe fd e5 e6 fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb e5 e6 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: 03 30 68 0c 00 18 ff ff ff 00 ; entity 1: state (FF = none), y, x, frame, ... - the 2 permanent entities of the room 0c: 01 50 38 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: 50 58 ; pickup (magic item): y (FF = none), x 34: 70 6c 46 ff ff ff ff ff ff ff ff ff ; 4 things on the floor: y, x, item (FF = none) end