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games/sorcery / assets / rooms / room46.txt · commit 613f5fb
; Sorcery+ room 46; 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 46map35 5d 5d 5d 5c 46 47 46 47 34 d2 5b 5c ad 5d d2 85 d3 .. 5a 5b 5c 35 5d ad d2 83 85 .. .. .. .. .. 5a 5b 5d 83 85 83 5c5d d2 d3 .. .. 46 47 46 47 .. .. .. .. 5a d3 .. .. .. .. .. .. .. 5a 83 d3 .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..67 .. .. .. .. 46 47 46 47 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. 46 47 46 47 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. 46 47 46 47 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 33 34 5d 5d 5d d234 5d aa ab .. 46 47 46 47 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 5a 5b d3 5a 85 ..5b 5d 5c 35 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 33 aa ab .. .. .. .. .. .. .. .. .... .. .. 5a 5b 5d 5d 34 5d 5d 5d 31 5d 5d 34 31 5d 5d ac 35 5d 5d 5d 5d 5d 5c ac 34 5c d2 85 .. .. .. .. .. .. .. .. .... .. .. .. .. 5a 83 5b d2 85 5b 5c ac 35 31 ac d2 85 83 5b 5c 5d 5d 5d 35 5d 5d 5d aa ab .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. a5 a6 a6 a6 a7 .. .. .. .. 5a 83 5b 5c 5d 5d 5d 5d 5c 5d aa ab .. .. .. 32 33 ad 82 84.. .. .. .. .. .. .. .. .. .. .. .. ed ee ef .. .. .. .. .. .. .. .. a5 a6 a6 a6 a7 5a 83 83 85 .. .. .. 5a 5b 5d 5d 5d.. .. .. .. .. .. .. .. .. .. .. .. ed ee ef .. .. .. .. .. .. .. .. .. ed ee ef .. .. .. .. .. .. .. .. .. .. a5 a6 a618 15 16 14 .. .. .. .. .. .. .. .. ed ee ef .. .. .. .. .. .. .. .. .. ed ee ef .. .. .. .. .. .. .. .. .. .. .. ed ee09 08 09 0a .. .. .. .. .. .. .. .. ed ee ef .. .. .. .. .. .. .. .. .. ed ee ef .. .. .. .. .. .. .. .. .. .. .. ed ee.. .. .. .. .. .. .. .. .. .. .. .. ed ee ef .. .. .. .. .. .. .. .. .. ed ee ef .. .. .. .. .. .. .. .. .. .. .. ed ee.. .. .. .. .. .. .. .. .. .. .. .. ed ee ef .. .. .. .. .. .. .. .. .. ed ee ef .. .. .. .. .. .. .. .. .. .. .. ed ee.. .. .. .. .. .. .. .. .. .. .. .. ed ee ef .. .. .. .. .. .. .. .. .. ed ee ef .. .. .. .. .. .. .. .. .. .. .. ed ee1a 1a 1a 17 18 03 04 02 02 05 04 03 1d 1c 1a 18 17 03 04 04 05 02 1c 1d 1c 1a 1a 18 03 04 05 06 .. .. 32 84 33 ad 5d 35end; room record: 64 bytes in hex, grouped by field (the text after ';' is only a note)record00: 16 ff                                 ; text number of the room name (line 1 of the status area), ?02: 01 58 50 58 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: 10 00 28 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 00 2c 80                           ; 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: ff ff ff                              ; object A: y, x, ? (FF = none)29: ff ff ff                              ; object B2c: 08 88 44                              ; object C2f: ff ff ff                              ; object D32: 08 94                                 ; pickup: y (FF = none), x34: ff ff ff ff ff ff 48 04 29 70 54 2a   ; other room data (not yet understood)end