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games/sorcery / assets / levels / temple / rooms / room03.txt · commit 613f5fb
; Sorcery+ room 3 (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 3map60 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 58 58 58 58 58 58 58 58 58 58 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59fd fc fb fb fe fd fd fc f5 fb fe fd fd fc fb 3a 36 36 36 36 36 36 36 36 3e fc fb fb fe fd f5 fc fb fb fe fd fd fc fb fbfe fd fc fc fb fe fe fd f6 fc fb fe fe fd fc 3a 36 36 36 36 36 36 36 36 3e fd fc fc fb fe f6 fd fc fc fb fe fe fd fc fcfb fe fd fd fc fb fb fe f7 fd fc fb fb fe fd 3a 36 36 36 36 36 36 36 36 3e fe fd fd fc fb f7 fe fd fd fc fb fb fe fd fdfc fb fe fe fd fc fc fb fe fe fd fc fc fb fe 3a 36 36 36 36 36 36 36 36 3e fb fe fe fd fc fc fb fe fe fd fc fc fb fe fefd fc fb fb fe fd fd fc fb fb fe fd fd fc fb 3c 38 38 38 38 38 38 38 38 40 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 fc37 37 37 3f fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb 46 47 fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb 3b 37 37 3736 36 36 3e fd fc fc fb fe fe fd fc 4f 50 50 50 50 51 fc fb fe fe 4f 50 50 50 50 51 fd fc fc fb fe fe fd fc 3a 36 36 3636 36 36 3e fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd 46 47 fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd 3a 36 36 3636 36 36 3e 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 3a 36 36 3638 38 38 40 fc fb 4f 50 50 50 50 51 fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd 4f 50 50 50 50 51 fd fc fb 3c 38 38 38.. .. .. .. .. .. .. fb fe fe fd fc fc fb fe fe fd fc 6e 6f fe fe fd fc fc fb fe fe fd fc fc fb fe .. .. .. .. .. .. .... .. .. .. .. .. .. fc fb fb fe fd fd fc fb fb fe 4f 50 50 50 50 51 fd fd fc fb fb fe fd fd fc fb .. .. .. .. .. .. .... .. .. .. .. .. .. fd fc e3 e4 fe fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe e3 e4 fc .. .. .. .. .. .. .... .. .. .. .. .. .. fe fd e5 e6 fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb e5 e6 fd .. .. .. .. .. .. ..27 02 27 02 02 27 02 27 02 02 27 02 27 02 02 27 02 27 02 02 27 02 27 02 02 27 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: 00 ff                                 ; text number of the room name (line 1 of the status area), ?02: 03 30 68 0c 00 18 ff ff ff 00         ; entity 1: state (FF = none), y, x, frame, ... - the 2 permanent entities of the room0c: 01 50 38 3c 00 18 ff ff ff 00         ; entity 216: 70 08 02 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 04 00                           ; door in the right wall 122: ff ff ff ff                           ; door in the right wall 226: ff ff ff                              ; 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: 50 58                                 ; pickup (magic item): y (FF = none), x34: 70 6c 46 ff ff ff ff ff ff ff ff ff   ; 4 things on the floor: y, x, item (FF = none)end