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games/sorcery / assets / rooms / room00.txt · commit 613f5fb
; Sorcery+ room 0; 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 0map.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 5a 5b 83 5d 35 5d 5d 5d 34 ad 5d 35.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 5a 83 ac d2 83 d1 5b 5d 5d.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 6833 34 34 35 aa 82 ab .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..5a 5b d2 83 5b d2 d3 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..36 37 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..5d 5f 37 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..5e 5f 5e 37 .. .. .. .. .. .. .. .. .. .. .. 36 37 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..5e 5e 5f 5f 37 .. .. .. .. .. .. .. .. .. 36 5d 5f 37 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 13 14 .. ..5d 5e 5e 5f 5e 37 .. .. .. .. .. .. .. 36 5d 5e 5f 5f 37 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 13 15 16 14 ..87 88 88 87 87 fc .. .. .. .. .. .. 36 5d 5e 5e 5e 5f 5f 37 .. .. .. .. .. .. .. .. .. .. .. .. .. .. 11 0f 15 16 10 1260 86 8f .. 90 .. .. .. .. .. .. .. fc 87 88 88 88 87 87 fc .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 0b 0c .. ..86 60 .. .. .. .. .. .. .. .. .. .. .. 86 86 60 60 60 38 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 01 1b 1b 06 ..60 86 .. .. .. .. .. .. .. .. .. .. .. 86 86 60 60 60 af .. .. .. .. .. .. .. .. .. .. .. 01 03 18 18 19 19 17 17 19 1802 1c 19 1d 02 05 03 04 05 05 1c 18 18 1d 02 1c 19 1d 1c 18 04 05 05 1c 03 03 04 03 1d 02 02 02 02 1c 1d 02 02 02 1c 17end; room record: 64 bytes in hex, grouped by field (the text after ';' is only a note)record00: 07 ff                                 ; text number of the room name (line 1 of the status area), ?02: 01 30 94 00 00 18 ff ff ff 00         ; entity 1: state (FF = none), y, x, frame, ... - the 2 permanent entities of the room0c: 00 88 18 0c 0c 00 ff ff ff 03         ; entity 216: 00 00 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: 70 08 27 80                           ; door in the left wall 21e: 10 94 28 00                           ; door in the right wall 122: ff ff ff ff                           ; door in the right wall 226: ff ff ff                              ; object A: y, x, ? (FF = none)29: ff ff ff                              ; object B2c: ff ff ff                              ; object C2f: ff ff ff                              ; object D32: ff ff                                 ; pickup: y (FF = none), x34: 08 74 37 70 5c 41 ff ff ff ff ff ff   ; other room data (not yet understood)end