; Sorcery+ room 5 (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 5 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 58 58 58 58 58 58 58 58 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 fd fc fb fb ef f0 fd fc fb fb fe fd fd fc fb fb 3a 36 36 36 36 36 36 3e fd fc fb fb fe fd fd fc fb fb fe ef f0 fc fb fb fe fd fc fc f1 f2 fe fd fc fc fb fe fe fd fc fc 3a 36 36 36 36 36 36 3e fe fd fc fc fb fe fe fd fc fc fb f1 f2 fd fc fc fb fe fd fd f3 f4 fb fe fd fd fc fb fb fe fd fd 3c 38 38 38 38 38 38 40 fb fe fd fd fc fb fb fe fd fd fc f3 f4 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 fd fd fc fb fb fe fd fd fc fb fb 4f 50 50 50 51 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 fb fe fd fd fc fb fb fe fd fd fc fb 4f 50 50 50 51 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 fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb 6e 6f 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 4f 50 50 51 fd fc fc fb fe fe fd fc fc fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd 4f 50 50 51 fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd .. .. .. .. .. .. .. fb fe fe 6e 6f fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe .. .. .. .. .. .. .. .. .. .. .. .. .. .. fc fb 4f 50 50 51 fc fb fb fe fd fd fc fb 4f 50 50 51 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 2f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 2b 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 10 10 0c 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 04 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 06 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: 10 60 ; pickup (magic item): y (FF = none), x 34: 28 30 2c 48 40 37 ff ff ff ff ff ff ; 4 things on the floor: y, x, item (FF = none) end