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games/sorcery / assets / rooms / room03.txt · commit 613f5fb
; Sorcery+ room 3; 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 3map.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..28 29 2a 2c .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 39 29 2a 2b50 51 52 53 2c .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 39 50 51 52 5378 79 7a 7b 54 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 61 78 79 7a 7b28 29 2a 2b 54 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 39 28 29 2d 2b50 51 52 53 2c .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 39 50 51 55 5378 79 7a 7b 54 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 61 7b 78 79 55 7b28 8f .. 90 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 39 2b 28 29 2a 2b50 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 61 52 53 50 51 52 5378 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 39 7a 7b 78 79 7a 7b28 29 2a 2b 2c .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 61 29 2a 2b 28 29 2a 2b50 3a 3b 53 50 2c .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. fa 39 51 52 53 50 51 52 5378 62 63 7b 78 79 7a 7c 2c fb .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. fb 39 7b 78 79 7a 7b 78 a0 a1 7b28 29 2a 2b 28 29 2a 2b 28 29 2a a0 a1 29 7c 2c fa .. .. .. .. 39 c8 c9 7c 29 2a 2b 28 29 2a 2b 28 29 2a 2b 28 c8 c9 2b19 19 19 17 19 1d 1c 17 17 1d 02 05 03 17 19 17 17 19 17 03 05 02 02 05 1c 19 19 04 05 02 02 1c 19 19 19 1d 03 04 05 1cend; room record: 64 bytes in hex, grouped by field (the text after ';' is only a note)record00: 02 ff                                 ; text number of the room name (line 1 of the status area), ?02: 00 88 44 0c 0a 00 ff ff ff 03         ; entity 1: state (FF = none), y, x, frame, ... - the 2 permanent entities of the room0c: 01 40 44 58 00 18 ff ff ff 00         ; entity 216: 08 00 04 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: 50 04 1b 01                           ; door in the left wall 21e: 08 94 02 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: 40 80 2a 00 6c 37 68 2c 3b 70 40 38   ; other room data (not yet understood)end