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games/sorcery / assets / levels / crypte / rooms / room03.txt · commit 613f5fb
; 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 3map60 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 6059 59 59 59 59 59 59 59 59 59 59 59 59 59 58 58 58 58 58 58 58 58 58 58 58 58 59 59 59 59 59 59 59 59 59 59 59 59 59 59fd fc fb fb fe fd fd fc fb dd fe fd fd fc 3a 36 36 36 36 36 36 36 36 36 36 3e fb fb fe fd dd fc fb fb fe fd fd fc fb fbfe fd fc fc fb fe fe fd fc de fb fe fe fd 3a 36 36 36 36 36 36 36 36 36 36 3e fc fc fb fe de fd fc fc fb fe fe fd fc fcfb fe fd fd fc fb fb fe fd df fc fb fb fe 3a 36 36 36 36 36 36 36 36 36 36 3e fd fd fc fb df fe fd fd fc fb fb fe fd fdfc fb fe fe fd fc fc 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 fe fd fc fc fb fe fe37 37 37 37 3f fd fd fc fb fb fe fd fd fc 3c 38 38 38 38 38 38 38 38 38 38 40 fb fb fe fd fd fc fb fb fe 3b 37 37 37 3736 36 36 36 3e 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 3a 36 36 36 3636 36 36 36 3e 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 3a 36 36 36 3636 36 36 36 3e fc fc f2 fe fe 4f 50 50 50 51 fe fd fc fc 46 47 fe fd fc fc 4f 50 50 50 51 fc fb f2 fe fd 3a 36 36 36 3636 36 36 36 3e fd fd f3 fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc f3 fb fe 3a 36 36 36 3636 36 36 36 3e fe fe fd fc fc fb fe fe fd fc fc fb fe fe 46 47 fc fb fe fe fd fc fc fb fe fe fd fc fc fb 3a 36 36 36 3638 38 38 38 40 fb 4f 50 50 50 51 fb fb fe fd fd fc 6e 6f fe fd fd fc fb fb fe fd fd fc 4f 50 50 50 51 fc 3c 38 38 38 38.. .. .. .. .. .. .. fb fe fe fd fc fc fb fe fe fd 4f 50 50 50 50 51 fc fc fb fe fe fd fc fc fb fe .. .. .. .. .. .. .... .. .. .. .. .. .. 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 .. .. .. .. .. .. .... .. .. .. .. .. .. 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 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 02end; room record: 64 bytes in hex, grouped by field (the text after ';' is only a note)record00: 0d ff                                 ; text number of the room name (line 1 of the status area), ?02: 02 50 48 14 00 18 ff ff ff 00         ; entity 1: state (FF = none), y, x, frame, ... - the 2 permanent entities of the room0c: 01 60 68 3c 00 18 ff ff ff 00         ; entity 216: 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 21e: 70 94 04 00                           ; door in the right wall 122: ff ff ff ff                           ; door in the right wall 226: 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 item2f: ff ff ff                              ; object D (locked door 2): y, x, key item32: ff 00                                 ; pickup (magic item): y (FF = none), x34: 70 30 37 70 4c 2c ff ff ff ff ff ff   ; 4 things on the floor: y, x, item (FF = none)end