; Sorcery+ room 6 (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 6 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 fb fb fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb 4f 50 50 50 50 51 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 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 fe fe fd fc 52 53 fe fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb 52 53 fd fc fc fb fe fe fd fc fb fb fe fd 54 55 fb fb fe fd 4f 50 50 51 fe fd fd fc fb fb fe fd 4f 50 50 51 fe fd fd fc 54 55 fe fd fd fc fb fb fe fd fc fc fb fe 54 55 fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe fe fd 54 55 fb fe fe fd fc fc fb fe fd fd fc fb 54 55 fd fd fc fb fb fe fd fd fc fb fb e7 e8 fd fc fb fb fe fd fd fc fb fb fe 54 55 fc fb fb fe fd fd fc fb fe fe fd fc 54 55 50 50 51 fc fc fb fe fe fd fc fc e9 ea fe fd fc fc fb fe fe fd 4f 50 50 54 55 fd fc fc fb fe fe fd fc fb e3 e4 fd 54 55 fb fb fe fd fd fc fb fb 6e 6f 6e eb ec fb 6e 6f fd fc fb fb fe fd fd fc 54 55 fe fd e3 e4 fb fb fe fd fc e5 e6 fe 56 57 fc fc fb fe fe fd 3b 37 37 37 37 37 37 37 37 37 37 3f fc fc fb fe fe fd 56 57 fb fe e5 e6 fc fc 39 39 39 39 39 41 fb fe fd fd fc fb fb fe 3a 36 36 36 36 36 36 36 36 36 36 3e fd fd fc fb fb fe fd fd 3d 39 39 39 39 39 .. .. .. .. .. .. .. 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 .. .. .. .. .. .. .. .. .. .. .. .. .. .. fc fb fb fe fd fd fc 3a 36 36 36 36 36 36 36 36 36 36 3e fb fb fe fd fd fc fb .. .. .. .. .. .. .. .. .. .. .. .. .. .. fd fc fc fb fe fe fd 3a 36 36 36 36 36 36 36 36 36 36 3e fc fc fb fe fe fd fc .. .. .. .. .. .. .. .. .. .. .. .. .. .. fe fd fd fc fb fb fe 3a 36 36 36 36 36 36 36 36 36 36 3e fd fd fc fb fb fe fd .. .. .. .. .. .. .. 27 02 27 02 02 27 02 27 02 02 27 02 27 02 60 60 60 60 60 60 60 60 60 60 60 60 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: 03 50 28 0c 00 18 ff ff ff 00 ; entity 2 16: 70 08 05 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: ff ff ff ff ; door in the right wall 1 22: ff ff ff ff ; door in the right wall 2 26: 70 2c 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: 20 48 ; pickup (magic item): y (FF = none), x 34: 70 68 46 ff ff ff ff ff ff ff ff ff ; 4 things on the floor: y, x, item (FF = none) end