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games/sorcery / assets / levels / crypte / rooms / room06.txt · commit 613f5fb
; 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 6map60 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 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 59fd 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 fbfe 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 fcfb 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 fdfc 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 fefd 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 fbfe fd fc fc fb fe 54 55 fc fc f2 fe fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb f2 fe fd 54 55 fb fe fe fd fc fcfb fe fd fd fc fb 54 55 fd fd f3 fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc f3 fb fe 54 55 fc fb fb fe fd fdfc fb fe fe fd fc 54 55 50 50 51 fc fc fb fe fe fd fc e6 e7 e8 fe fd fc fc fb fe fe fd 4f 50 50 54 55 fd fc fc fb fe fefd fc fb fb fe fd 54 55 fb fb fe fd fd fc fb fb 6e 6f e9 ea eb fb 6e 6f fd fc fb fb fe fd fd fc 54 55 fe fd fd fc fb fbfe fd fc e4 e5 fe 56 57 fc fc fb fe fe fd 2b 02 27 02 02 27 02 27 02 02 27 0a fc fc fb fe fe fd 56 57 fb fe e4 e5 fc fc39 39 39 39 39 41 fb fe fd fd fc fb fb fe 5a 58 58 58 58 58 58 58 58 58 58 5c fd fd fc fb fb fe fd fd 3d 39 39 39 39 39.. .. .. .. .. .. .. fb fe fe fd fc fc fb 62 60 60 60 60 60 60 60 60 60 60 64 fe fe fd fc fc fb fe .. .. .. .. .. .. .... .. .. .. .. .. .. fc fb fb fe fd fd fc 62 60 60 60 60 60 60 60 60 60 60 64 fb fb fe fd fd fc fb .. .. .. .. .. .. .... .. .. .. .. .. .. fd fc fc fb fe fe fd 62 60 60 60 60 60 60 60 60 60 60 64 fc fc fb fe fe fd fc .. .. .. .. .. .. .... .. .. .. .. .. .. fe fd fd fc fb fb fe 62 60 60 60 60 60 60 60 60 60 60 64 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 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: 01 60 68 3c 00 18 ff ff ff 00         ; entity 1: state (FF = none), y, x, frame, ... - the 2 permanent entities of the room0c: 03 40 38 0c 00 18 ff ff ff 00         ; entity 216: 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 21e: ff ff ff ff                           ; door in the right wall 122: ff ff ff ff                           ; door in the right wall 226: 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 item2f: ff ff ff                              ; object D (locked door 2): y, x, key item32: 20 48                                 ; pickup (magic item): y (FF = none), x34: 40 58 37 70 8c 2d ff ff ff ff ff ff   ; 4 things on the floor: y, x, item (FF = none)end