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games/sorcery / assets / levels / temple / rooms / room04.txt · commit 613f5fb
; Sorcery+ room 4 (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 4map61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61 61.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ef f0 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc f1 f2 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 fe fe fd f3 f4 fb 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 fc fb fe fe fd fc fc fb 4f 50 50 50 51 fb fe fe fd fc fc fb fe fe 4f 50 50 50 51 fe fd fc fc fb fe fefd 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 fe fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fcfb fe fd fd fc fb e7 e8 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 e9 ea fe fe fd fc fc fb fe fe fd fc 4f 50 50 50 50 51 fc fb fe fe fd fc fc fb 4f 50 50 50 51 fb fe fefd fc fb fb fe fd eb ec fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb e3 e4 fd fd fc fb fb fe fd fd fc fb fbfe fd fc fc 4f 50 50 50 51 fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc e5 e6 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 3b 37 37 37 3f fe fd fd fc fb fb fe fd fd.. .. .. .. .. .. .. fb fe fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb 3a 36 36 36 3e fb fe .. .. .. .. .. .. .... .. .. .. .. .. .. fc fb fb fe fd 3b 37 37 3f fe fd fd fc fb fb fe fd fd fc 3a 36 36 36 3e fc fb .. .. .. .. .. .. .... .. .. .. .. .. .. fd fc fc fb fe 3a 36 36 3e fb fe fe fd fc fc fb fe fe fd 3a 36 36 36 3e fd fc .. .. .. .. .. .. .... .. .. .. .. .. .. fe fd fd fc fb 3a 36 36 3e fc fb fb fe ed ee fc fb fb fe 3a 36 36 36 3e fe fd .. .. .. .. .. .. ..27 02 27 02 02 27 02 27 02 02 27 02 60 60 60 60 02 27 02 02 27 02 27 02 02 27 60 60 60 60 60 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: 00 ff                                 ; text number of the room name (line 1 of the status area), ?02: 02 70 48 14 00 18 ff ff ff 00         ; entity 1: state (FF = none), y, x, frame, ... - the 2 permanent entities of the room0c: ff ff ff ff ff ff ff ff ff ff         ; entity 216: 70 08 03 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 05 00                           ; door in the right wall 122: ff ff ff ff                           ; door in the right wall 226: 10 38 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: ff 00                                 ; pickup (magic item): y (FF = none), x34: 40 14 37 ff ff ff ff ff ff ff ff ff   ; 4 things on the floor: y, x, item (FF = none)end