TR
games/sorcery / assets / levels / temple / rooms / room01.txt · commit 613f5fb
; Sorcery+ room 1 (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 1map60 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 58 58 58 58 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59 59fd fc fb fb fe fd f5 fc fb fb fe fd fd fc 3a 36 36 3e fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb f5 fe fd fd fc fb fbfe fd fc fc fb fe f6 fd fc fc fb fe fe fd 3a 36 36 3e fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc f6 fb fe fe fd fc fcfb fe fd fd fc fb f7 fe fd fd fc fb fb fe 3c 38 38 40 fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd f7 fc fb fb fe fd fdfc fb dd de 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 fefd fc df e0 fe fd fd fc fb fb fe fd fd fc fb fb 4f 50 50 50 50 50 50 51 fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fbfe fd e1 e2 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 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 4f 50 50 50 51 fe fe fd fc fc 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 fefd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb 4f 50 50 50 50 50 51 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 fb fe fd fd fc fb fb 6e 6f fd fc fb fb fe fd fd fc fb fb fe fd fd fc fb fb fe 4f 50 50 50 51 fe fd fd.. .. .. .. .. .. .. fb fe fe fd 4f 50 50 50 50 50 51 fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe .. .. .. .. .. .. .... .. .. .. .. .. .. 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 .. .. .. .. .. .. .... .. .. .. .. .. .. fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe fe fd fc fc fb fe e3 e4 fc .. .. .. .. .. .. .... .. .. .. .. .. .. fe fd fd fc 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 2f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 06 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 10 48 0c 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 00 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 02 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 3c                                 ; pickup (magic item): y (FF = none), x34: 38 5c 37 ff ff ff ff ff ff ff ff ff   ; 4 things on the floor: y, x, item (FF = none)end