; Sorcery+ room 63; 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 63map.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 68.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 32 33 35 ac 34 aa ab .. .. .. 32 33 aa 82 84 33 34 35 ac aa ab .... .. .. .. .. .. .. .. .. .. .. .. .. .. 32 33 34 ad 5c 5d 35 5c 5d 5d 35 aa .. .. 5a d2 d3 85 83 5c d2 d3 5b d2 d3 .... .. .. .. .. .. .. .. .. .. .. .. .. .. 5a 83 85 d2 5b d2 85 83 5b d2 83 d3 .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. f0 79.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 90.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 6e 6f .. .. .. .. .. .. .. ..18 02 03 04 05 18 .. .. .. 02 03 18 1a 18 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 3c 3d 16 eb eb eb eb 16 16 161a e9 e8 ea e7 e8 e9 ea e7 e9 e8 02 1a 1c 1c 1c 1c 1c 1c 1c 1c 1c 1c 1c 1c 1c 1c 1c 1c 1c 1c 1c 1c ec ec ec ec 1c 1c 1c8f .. .. .. .. .. .. .. .. .. .. e7 19 18 96 a6 ce a6 ce a6 ce a6 ce a6 ce a6 ce a6 ce a6 ce a6 ce .. .. .. .. a6 ce a6.. .. .. .. .. .. .. .. .. .. .. 05 19 1a 19 96 .. .. .. .. .. .. .. .. .. .. .. .. .. .. cd ce .. .. .. .. .. .. .. .... .. .. .. .. .. fa .. fb .. bb 02 19 1a 1b 1a 04 06 .. .. .. .. .. .. .. .. .. .. .. .. cd cd .. .. .. .. .. .. .. ..19 1a 19 17 19 17 19 19 1b 1a 1b bc 19 1b 1a 1a 19 19 03 04 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f cd cd 1e 1f 1e 1f 1e 1f 1e 1fend; room record: 64 bytes in hex, grouped by field (the text after ';' is only a note)record00: 21 ff ; text number of the room name (line 1 of the status area), ?02: 00 28 50 0c 0c 00 ff ff ff 03 ; entity 1: state (FF = none), y, x, frame, ... - the 2 permanent entities of the room0c: 00 60 44 14 11 00 ff ff ff 02 ; entity 216: ff ff ff ff ; 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 35 c0 ; door in the left wall 21e: 00 94 3e 00 ; door in the right wall 122: 48 94 3e 40 ; 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: 50 18 2a ; object D32: ff ff ; pickup: y (FF = none), x34: 08 04 2c 10 4c 45 70 10 41 ff ff ff ; other room data (not yet understood)end