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games/sorcery / assets / rooms / room04.txt · commit 613f5fb
; Sorcery+ room 4; 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 4map.. .. .. .. .. .. .. .. .. .. .. .. 5a 85 5b ac 5d 5d 5e 5d 5c 83 d2 85 d3 5a 83 d3 .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. 5a 83 ac 5c d2 d3 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 5a d3 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 39 28 29 2a 2b.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 39 53 50 51 52 5378 79 7c 89 54 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 61 7a 7b 78 79 7a 7b28 29 2a 2c .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 61 2a 2b 2d 29 2a 2b50 51 52 53 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 39 52 53 55 51 52 5378 79 7a 54 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 61 7a 7b 55 79 7a 7b28 29 2a 54 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 39 2a 2b 28 29 2a 2b50 51 7c 2c .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 39 7c 89 52 89 50 51 52 5389 79 7a 54 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 61 7a 7b28 29 2a 2b 7c .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 39 2a 2b50 a0 a1 53 50 7c 2c .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. fb 39 51 52 5378 c8 c9 7b 78 79 54 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 39 7c 7b 78 7b 7c 7b 78 79 7a 7b28 c8 a1 2b 28 29 2c .. fa .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 39 a0 a1 a1 28 29 2a 2b 28 29 2a 2b50 c8 c9 53 50 51 52 7c 50 2c .. .. .. .. .. .. .. .. .. .. 39 29 2a 2c .. 39 7c 53 50 c8 c9 c9 c8 a1 52 a0 a1 51 52 531c 19 1d 02 02 1c 19 1b 03 04 05 02 1c 17 19 17 04 05 05 04 17 19 1d 04 05 02 02 1c 18 17 19 1d 1c 1d 1c 19 17 18 19 19end; 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: 02 70 30 14 00 18 ff ff ff 00         ; entity 1: state (FF = none), y, x, frame, ... - the 2 permanent entities of the room0c: 01 28 50 3c 00 18 ff ff ff 00         ; entity 216: 10 00 05 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: 00 94 03 00                           ; door in the right wall 122: ff ff ff ff                           ; door in the right wall 226: 70 44 00                              ; object A: y, x, ? (FF = none)29: ff ff ff                              ; object B2c: 58 78 2a                              ; object C2f: ff ff ff                              ; object D32: ff ff                                 ; pickup: y (FF = none), x34: 58 84 46 68 54 29 48 0c 41 ff ff ff   ; other room data (not yet understood)end