UK
games/sorcery / assets / levels / glace / 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 58 58 58 59 59 59 59 59 59 59 59 59 59 59 59 59.. .. .. .. .. dd .. .. .. dd .. .. dd .. 3a 36 36 3e .. dd .. e0 .. .. 3a 36 3e .. e0 .. .. dd .. .. .. .. dd .. .. .... .. .. .. .. de .. .. .. de .. .. de .. 3a 36 36 3e .. de .. e1 .. .. 3c 38 40 .. e1 .. .. de .. .. .. .. de .. .. .... .. .. .. .. df .. .. .. df .. .. df .. 3c 38 38 40 .. df .. .. .. .. .. .. .. .. .. .. .. df .. .. .. .. df .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 4f 50 50 50 50 50 50 51 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. 4f 50 50 50 51 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 6e 6f .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 4f 50 50 50 50 50 51 .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. 6e 6f .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 4f 50 50 50 51 .. .. .... .. .. .. .. .. .. .. .. .. .. 4f 50 50 50 50 50 51 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. e2 .. .. .. .. .. .. .. .... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. e3 .. .. .. .. .. .. .. .... .. .. .. .. .. .. ea .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. e4 .. .. .. .. .. .. .. ..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: 01 40 20 3c 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: ff 00                                 ; pickup (magic item): y (FF = none), x34: 48 88 37 ff ff ff ff ff ff ff ff ff   ; 4 things on the floor: y, x, item (FF = none)end