UK
games/sorcery / assets / rooms / room45.txt · commit 613f5fb
; Sorcery+ room 45; 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 45map.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 44 28 29 2c .. e5 .. 6c 29 2a 2b 28 29 2a 54 46 47 46 47 46 47 .. .. 90.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 61 50 51 9b .. e5 .. 94 51 52 53 09 08 0a .. 46 47 46 47 46 48 .. .. .... .. .. fb .. .. .. .. .. .. .. .. .. .. .. .. 61 78 79 0a .. e5 .. 61 79 7a 7b 45 .. .. .. 46 47 46 47 46 47 .. .. ..bd ae bd 60 bf 60 60 bc bc bd bf 96 .. .. .. .. 39 28 29 2c .. .. .. 39 29 2a 2b 54 .. .. .. 46 47 46 47 46 47 39 bc bd08 09 10 08 09 09 0a 08 07 08 09 0a .. .. .. .. 61 50 51 45 .. .. .. 44 51 52 53 54 .. .. .. 46 47 46 47 46 47 07 28 29.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 44 78 79 54 .. .. .. 6c 79 7a 7b 2c .. .. .. 46 47 46 47 46 47 61 50 51.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 6c 28 29 2c .. .. .. 61 29 2a 2b c3 .. .. .. 46 47 46 47 46 47 bb 78 79.. .. .. .. .. .. .. .. .. .. .. fa .. .. .. .. 61 50 51 45 .. .. .. bb 51 52 53 54 .. .. .. 46 47 46 47 46 47 6c 28 29.. .. .. .. .. .. .. .. .. bb 7c bc 96 .. .. .. 61 78 79 0a .. .. .. 07 79 7a 7b 45 .. .. .. 46 47 46 47 46 47 44 50 51.. .. .. .. .. .. .. .. 44 29 2a 2b 28 .. .. .. 2b 28 29 2c .. .. .. 39 29 2a 2b 2c .. .. .. 46 47 46 47 46 47 6c 78 79.. .. .. .. .. .. .. .. 61 51 52 53 50 .. .. .. 53 a0 a1 54 .. .. .. 39 51 52 53 54 .. .. .. 46 47 46 47 46 47 61 28 29.. .. .. .. .. .. .. .. 39 79 7a 7b 6d .. .. .. 39 c8 c9 9b .. .. .. 39 79 7a 7b 9b .. .. .. 46 47 46 47 46 47 39 50 51bc be be 96 .. .. .. .. 61 29 2a 2b 54 .. .. .. 07 09 08 0a .. .. .. 07 08 09 08 c3 .. .. .. 46 47 46 47 46 47 44 78 7909 09 08 0a .. .. .. .. 6c 51 52 53 2c .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 46 47 46 47 46 47 61 28 29.. .. .. .. .. .. .. .. 61 79 7a 7b 54 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 46 47 46 47 46 47 39 50 51.. .. .. .. .. .. .. .. 44 29 2a 2b 54 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 46 47 46 47 46 47 44 78 79.. .. .. .. .. .. .. .. 6c 51 52 53 2c .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 46 47 46 47 46 47 6c 28 29bc bd bf bc 7c bf bc bd bc 79 7a 7b ae 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f 1e 1f bb 50 51end; room record: 64 bytes in hex, grouped by field (the text after ';' is only a note)record00: 15 ff                                 ; text number of the room name (line 1 of the status area), ?02: 03 40 50 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: 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 27 c0                           ; door in the left wall 21e: 00 94 2c 40                           ; door in the right wall 122: ff ff ff ff                           ; door in the right wall 226: ff ff ff                              ; object A: y, x, ? (FF = none)29: ff ff ff                              ; object B2c: 00 18 2a                              ; object C2f: 38 34 29                              ; object D32: ff ff                                 ; pickup: y (FF = none), x34: 00 04 46 18 50 44 48 00 2d ff ff ff   ; other room data (not yet understood)end