- Amiga
- Arcade
- Atari2600
- CoCo
- Hardware
- Early Work
- Pyramid
- Raaka Tu
- Bedlam
- Madness & Minotaur
- Walk Through
- after_start.txt
- after_start.cas
- after_1.txt
- after_1.cas
- after_2.txt
- after_2.cas
- after_3.txt
- after_3.cas
- after_4.txt
- after_4.cas
- after_5.txt
- after_5.cas
- after_6.txt
- after_6.cas
- after_7.txt
- after_7.cas
- after_8.txt
- after_8.cas
- after_9.txt
- after_9.cas
- after_10.txt
- after_10.cas
- after_11.txt
- after_11.cas
- after_12.txt
- after_12.cas
- after_13.txt
- after_13.cas
- after_14.txt
- after_14.cas
- after_15.txt
- after_15.cas
- after_16.txt
- after_16.cas
- after_17.txt
- after_17.cas
- after_18.txt
- after_18.cas
- after_19.txt
- after_19.cas
- after_20.txt
- after_20.cas
- after_21.txt
- after_21.cas
- after_22.txt
- after_22.cas
- after_23.txt
- after_23.cas
- after_24.txt
- after_24.cas
- after_25.txt
- after_25.cas
- RAMUse
- Code
- SaveGameViewer
- Journal
- Mega-Bug
- Daggorath
- Downland 5%
- Audio Analyzer 5%
- Doubleback
- NES
- Gameboy
- TRS80
- Virus
- Tools
Madness and the Minotaur Save-Game Viewer
Paste the text of your save-game text file into the box below and click the "Show" button.
Leave the box blank to show the game-independent map.
The map is SVG -- you can scroll in and out.
Engine Memory (0000-00FF stored in save game file 0000-00FF)
0000: {{value1}} ; current room
0001: {{value1}} ; last room
0002: {{value1}} ; direction command bit pattern
0003: {{value1}} ; length of user input
0004: {{value1}} ; weight of pack
0005: {{value1}} ; physical condition
0006: {{value1}} ; bulk of pack
0007: {{value1}} ; decoded object number from noun
0008: {{value1}} ; Accumulated odds of falling (0, 1/8, 2/8, 3/8 ... with each step in the dark)
0009: {{value1}} ; Scorpion sting (0=not, not-zero=number of times)
000A: {{value1}} ; 0 if lamp is off, not 0 is on
000B: {{value1}} ; Count of spaces at the end of the row in print routine
000C: {{value1}} ; Set by BetweenRoomACDE if a climb-down failed ... abort the movement
000D: {{value1}} ; pushed back flag (nobody reads this)
000E: {{value1}} ; HydraStatus: AA = tied up, 1 = dead, 0 = free
000F: {{value1}} ; HydraPushedUsBack (must be set to TIE HYDRA) 0 = not, 1 = hydra blocked last move (cleared every direction command)
0010: {{value1}} ; 1 if "pile of rocks" has been moved to us
0011: {{value1}} ; 1 if "pile of rocks" has been exposed with OKKAN
0012: {{value1}} ; 1 if south passage in room 9 is open. 0 if closed. (open with drapes)
0013: {{value1}} ; Count down timer until we can walk through aura and heal again (10 seconds each time)
0014: {{value1}} ; 1 if lamp has been blown from pack by entering room routine or failed jump
0015: {{value1}} ; 1 if treasure "$0B" has been released
0016: {{value1}} ; NEVER USED
0017: {{value1}} ; Random number for passage-description printing
0018: {{value1}} {{value2}} ; Rolling pointer to BASIC rom for random numbers
001A: {{value1}} ; Number of times advice has been given 0-13
001B: {{value1}} ; Object 0
001C: {{value1}} ; Object 1
001D: {{value1}} ; Object 2
001E: {{value1}} ; Object 3 Advice table. Object number is stored here. Upper
001F: {{value1}} ; Object 4 bit set if advice has already been given for this
0020: {{value1}} ; Object 5 protected object.
0021: {{value1}} ; Object 6
0022: {{value1}} ; Object 7
0023: {{value1}} ; Object 8
0024: {{value1}} ; Object 9
0025: {{value1}} ; Object 10
0026: {{value1}} ; Object 11
0027: {{value1}} ; Object 12
0028: {{value1}} ; Calculated score
0029: {{value1}} ; NEVER USED
002A: {{value1}} ; Verb command number
002B: {{value1}} ; Noun word number
002C: {{value1}} ; Trigger object to make packrat drop treasure
002D: {{value1}} ; NEVER USED
002E: {{value1}} ; Holder value for BetweenRoomACDE
002F: {{value1}} ; General use lots of places
0030: {{value1}} ; Used in InPack
0031: {{value1}} ; Used in InPack
0032: {{value1}} ; Set by EnteringRoomAction_q (MYSTERIOUS FOG)
0033: {{value1}} ; Current room of HYDRA
0034: {{value1}} ; Number of times more ISHTAR can be used. Random init to 1-4.
0035: {{value1}} ; Room for small pit in corner of room
0036: {{value1}} ; Room of LEDGE
0037: {{value1}} ; Room of "pile of rocks" (OKKAN spell)
0038: {{value1}} {{value2}} ; Oil level of lamp (0 is empty)
003A: {{value1}} ; Number of times lamp can be filled (init to $34 + 4)
003B: {{value1}} {{value2}} ; Pointer to start of input on screen
003D: {{value1}} ; Used in Random-between-0-and-B
003E: {{value1}} ; Time until we can drink from bottle to heal again (16 seconds)
003F: {{value1}} ; Interrupt divisor count (seconds)
0040: {{value1}} ; Interrupt sub divisor (minutes)
0041: {{value1}} ; Minotaur state timer
0042: {{value1}} ; Troglodyte state timer
0043: {{value1}} ; Satyr state timer
0044: {{value1}} ; Scorpion state timer
0045: {{value1}} ; Fog clock runs in room MYSTERIOUS FOG. At 6 seconds we get warned. At 10 we die.
0046: {{value1}} ; Minutes of immunity left (AKHIROM gives 3 minutes)
0047: {{value1}} ; Count of times entering room with EnteringRoomAction_r. 3 times and treasure drops.
0048: {{value1}} ; NEVER USED
0049: {{value1}} ; NEVER USED
004A: {{value1}} {{value2}} ; Continual second counter (nobody uses it)
004C: {{value1}} {{value2}} ; Counts the time in a room. Once 15, no going BACK
004E: {{value1}} ; NEVER USED
004F: {{value1}} ; NEVER USED
0050: {{value1}} ; NEVER USED
0051: {{value1}} ; Used in Oracle advice
0052: {{value1}} ; Used in killing Hydra
0053: {{value1}} ; Used in sound effects
0054: {{value1}} {{value2}} ; Used in tape-write
;
; 16 byte for decode and word wrap
0056: {{mvalue_16}}
;
; Not used
0066: {{mvalue_10}}
0070: {{mvalue_16}}
0080: {{mvalue_16}}
0090: {{mvalue_16}}
00A0: {{mvalue_16}}
00B0: {{mvalue_16}}
00C0: {{mvalue_16}}
00D0: {{mvalue_16}}
00E0: {{mvalue_16}}
00F0: {{mvalue_3}}
;
00F3: {{value1}} {{decode}} ;
00F4: {{value1}} {{decode}} ;
00F5: {{value1}} {{decode}} ;
00F6: {{value1}} {{decode}} ;
00F7: {{value1}} {{decode}} ; Shifting buffer of rooms blocked by Shaking Ground.
00F8: {{value1}} {{decode}} ; As new rooms are blocked at random, they go on the
00F9: {{value1}} {{decode}} ; end of the list. Rooms are pulled off of the front
00FA: {{value1}} {{decode}} ; of the list and unblocked completely. This keeps
00FB: {{value1}} {{decode}} ; lots of shaking from blocking up the floors over
00FC: {{value1}} {{decode}} ; time.
00FD: {{value1}} {{decode}} ;
00FE: {{value1}} {{decode}} ;
00FF: {{value1}} {{decode}} ;
Screen State
; Text screens stored in save file 0100-03BF
; Only the last 6 rows of the 1st screen
0340: {{value}} ; {{decode}}
0360: {{value}} ; {{decode}}
0380: {{value}} ; {{decode}}
03A0: {{value}} ; {{decode}}
03C0: {{value}} ; {{decode}}
03E0: {{value}} ; {{decode}}
;
; All 16 rows of the 2nd screen
0400: {{value}} ; {{decode}}
0420: {{value}} ; {{decode}}
0440: {{value}} ; {{decode}}
0460: {{value}} ; {{decode}}
0480: {{value}} ; {{decode}}
04A0: {{value}} ; {{decode}}
04C0: {{value}} ; {{decode}}
04E0: {{value}} ; {{decode}}
0500: {{value}} ; {{decode}}
0520: {{value}} ; {{decode}}
0540: {{value}} ; {{decode}}
0560: {{value}} ; {{decode}}
0580: {{value}} ; {{decode}}
05A0: {{value}} ; {{decode}}
05C0: {{value}} ; {{decode}}
05E0: {{value}} ; {{decode}}
Game Data (3BC1-3FFF stored in save game file 03C0-07FE)
Spells
; Spell data
; AA BB CC DD
; AA = 1st required object to learn spell
; BB = 2nd required object to learn spell
; CC = room spell is in (not learned)
; DD = $80 if learned, 0 if not
;
; Spell Must have to learn
3BC1: 09 01 {{value1}} {{value2}} ; VETRA: MUSHROOM and FOOD {{decode}}
3BC5: 0E 37 {{value1}} {{value2}} ; MITRA: PARCHMENT and VETRA {{decode}}
3BC9: 11 38 {{value1}} {{value2}} ; OKKAN: TALISMAN and MITRA {{decode}}
3BCD: 18 39 {{value1}} {{value2}} ; AKHIROM: ROPE and OKKAN {{decode}}
3BD1: 0B 3A {{value1}} {{value2}} ; NERGAL: SCEPTER and AKHIROM {{decode}}
3BD5: 0F 3B {{value1}} {{value2}} ; BELROG: VIAL and NERGAL {{decode}}
3BD9: 0A 3C {{value1}} {{value2}} ; CROM: PENDANT and BELROG {{decode}}
3BDD: 23 3D {{value1}} {{value2}} ; ISHTAR: SPELLBOOK and CROM {{decode}}
Jump Info
; Describes places where you can JUMP. Everything but one byte is static (same every game).
; The room number of the last jump is set to the room with Enter Room Action _203.
; AA BB CC DD EE
; AA = Starting room
; BB = Compared to (Phys-weight) AND (Phys-bulk) ... see below
; CC = Fail action (see below)
; DD = Target room of jump
; EE = Word of thing to jump (or FF for just JUMP)
;
; If Phys-weight is less than BB, you fail the jump as CC describes.
; Otherwise if Phys-bulk is less than BB, you fumble (make the jump but
; drop the heaviest object).
;
; CC = 0x00 ... a failed jump (BB condition) is death
; CC = 0x80 ... a failure is a fumble. You make the jump but drop the
; heaviest object object. There is a 1/8th chance that
; the fumbled object is lost (unless it is required).
; CC = N ... a failure is a stumble. You don't make the jump and
; take N damage.
;
3BE1: 8F 80 00 97 6D ; From 143 "JUMP PIT" to 151. Required=128 or DEATH
3BE6: 97 80 80 8F 6D ; From 151 "JUMP PIT" to 143. Required=128 or FUMBLE
3BEB: 10 80 80 11 2C ; From 16 "JUMP POOL" to 17. Required=128 or FUMBLE
3BF0: 11 80 80 10 2C ; From 17 "JUMP POOL" to 16. Required=128 or FUMBLE
3BF5: 4E 40 80 56 41 ; From 78 "JUMP CHASM" to 86. Required=64 or FUMBLE
3BFA: 56 40 80 4E 41 ; From 86 "JUMP CHASM" to 78. Required=64 or FUMBLE
3BFF: 2C 0A 0A B6 6D ; From 44 "JUMP PIT" to 182. Required=10 or STUMBLE(10)
3C04: B6 14 14 2C 6D ; From 182 "JUMP PIT" to 44. Required=20 or STUMBLE(20)
3C09: A4 A0 00 CA 6D ; From 164 "JUMP PIT" to 202. Required=160 or DEATH
3C0E: 85 C0 80 CB 6D ; From 133 "JUMP PIT" to 203. Required=192 or FUMBLE
3C13: 90 14 14 85 FF ; From 144 "JUMP" to 133. Required=20 or STUMBLE(20)
3C18: CB 80 1E CA 6D ; From 203 "JUMP PIT" to 202. Required=128 or STUMBLE(30)
3C1D: D5 46 14 D4 6B ; From 213 "JUMP MIST" to 212. Required=70 or STUMBLE(20)
3C22: D4 46 14 D5 6B ; From 212 "JUMP MIST" to 213. Required=70 or STUMBLE(20)
3C27: 23 96 28 22 9F ; From 35 "JUMP HOLE" to 34. Required=150 or STUMBLE(40)
3C2C: 22 78 14 23 6D ; From 34 "JUMP PIT" to 35. Required=120 or STUMBLE(20)
3C31: 80 64 80 40 05 ; From 128 "JUMP UP" to 64. Required=100 or FUMBLE
3C36: A6 50 80 66 05 ; From 166 "JUMP UP" to 102. Required=80 or FUMBLE
3C3B: 66 A0 80 26 05 ; From 102 "JUMP UP" to 38. Required=160 or FUMBLE
3C40: 5C 96 1E 9C 06 ; From 92 "JUMP DOWN" to 156. Required=150 or STUMBLE(30)
3C45: 46 50 14 8C 06 ; From 70 "JUMP DOWN" to 140. Required=80 or STUMBLE(20)
3C4A: 5E 5A 0A 9E 06 ; From 94 "JUMP DOWN" to 158. Required=90 or STUMBLE(10)
3C4F: 40 1E 00 80 6D ; From 64 "JUMP PIT" to 128. Required=30 or DEATH
3C54: CA 1E 14 A2 06 ; From 202 "JUMP DOWN" to 162. Required=30 or STUMBLE(20)
;
3C59: {{value}} 8C 80 27 06 ; From {{decode}} "JUMP DOWN" to 39. Required=140 or FUMBLE
;
3C5E: 00
Name Table
; Read by the code to place objects, but never changed. 3C5F: 19 ; Sprite 3C60: 1A ; Troglodyte 3C61: 1B ; Scorpion 3C62: 1C ; Nymph 3C63: 1D ; Satyr 3C64: 1E ; Minotaur 3C65: 01 ; Crypt 3C66: 02 ; Crypt of kings 3C67: 03 ; Entering-room-u 3C68: 04 ; Entering-room-aa 3C69: 05 ; Small pit 3C6A: 06 ; Ledge 3C6B: 07 ; Hydra 3C6C: 08 ; Pile of glowing rocks 3C6D: 09 ; Eerie glow 3C6E: 0A ; Packrat
Who Holds What
; Held-by table. Treasures are carried by creatures or "held" by a room. This
; table maps the holder to the treasure.
; AA BB
; A = owner (see object list below)
; B = held object
;
; Objects by number:
; 1=crypt, 2=crypt-kings, 3=_u, 4=_33, 5=pit, 6=ledge, 7=hydra,
; 8=pile-of-rocks, 9=_s, 10=_t(rat), 11=_r,
; Greater than 12: creature number
;
3C6F: {{value}} 2E ; 46 "OPAL" Held by {{decode}}
3C71: {{value}} 2F ; 47 "SAPPHIRE" Held by {{decode}}
3C73: {{value}} 12 ; 18 "SCROLL" Held by {{decode}}
3C75: {{value}} 15 ; 21 "SCARAB" Held by {{decode}}
3C77: {{value}} 16 ; 22 "JEWLBOX" Held by {{decode}}
3C79: {{value}} 17 ; 23 "TABLET" Held by {{decode}}
3C7B: {{value}} 20 ; 32 "GOLD" Held by {{decode}}
3C7D: {{value}} 21 ; 33 "SILVER" Held by {{decode}}
3C7F: {{value}} 22 ; 34 "DIAMOND" Held by {{decode}}
3C81: {{value}} 24 ; 36 "RUBY" Held by {{decode}}
3C83: {{value}} 25 ; 37 "FLEECE" Held by {{decode}}
3C85: {{value}} 26 ; 38 "TIARA" Held by {{decode}}
3C87: {{value}} 27 ; 39 "POWDER" Held by {{decode}}
3C89: {{value}} 28 ; 40 "AMULET" Held by {{decode}}
3C8B: {{value}} 29 ; 41 "POTION" Held by {{decode}}
3C8D: {{value}} 2D ; 45 "CROWN" Held by {{decode}}
Enter Room Actions
3C8F: {{value}} 1B 6D ; Room {{decode}} _a ; Cave in to next floor if pack heavier than 192. If so move _a and _b to random rooms.
3C92: {{value}} 1B 70 ; Room {{decode}} _b ; Cave in to next floor if pack heavier than 128. If so move _a and _b to random rooms.
3C95: {{value}} 1B 73 ; Room {{decode}} _c ; Cave in to next floor if pack heavier than 95. If so move _a and _b to random rooms.
3C98: {{value}} 1B 9C ; Room {{decode}} _d ; If we have VETAR make the pile-of-rocks appear in this room (it stays here).
3C9B: {{value}} 1B B3 ; Room {{decode}} _e ; Play sound effect. If we play the flute and have the parchment then the LEDGE appears here.
3C9E: {{value}} 1B B7 ; Room {{decode}} _f ; Powerful gust blows lamp out of grasp.
3CA1: {{value}} 1B F9 ; Room {{decode}} _g ; Hydra is here. If it is free it pushes us back to last room.
3CA4: {{value}} 1C 15 ; Room {{decode}} _h ; If we know VETAR or have the SCEPTER, nothing happens. Otherwise we RUN.
3CA7: {{value}} 1C 2C ; Room {{decode}} _i ; Pushed back if we don't have VETAR.
3CAA: {{value}} 1C 2F ; Room {{decode}} _j ; Pushed back if we don't have MITRA.
3CAD: {{value}} 1C 32 ; Room {{decode}} _k ; Pushed back if we don't have OKKAN.
3CB0: {{value}} 1C 35 ; Room {{decode}} _l ; Pushed back if we don't have AKHIROM.
3CB3: {{value}} 1C 38 ; Room {{decode}} _m ; Pushed back if we don't have NERGAL.
3CB6: {{value}} 1C 3B ; Room {{decode}} _n ; Pushed back if we don't have BELROG.
3CB9: {{value}} 1C 3E ; Room {{decode}} _o ; Pushed back if we don't have CROM.
3CBC: {{value}} 1C 41 ; Room {{decode}} _p ; Pushed back if we don't have ISHTAR.
3CBF: {{value}} 1C 68 ; Room {{decode}} _q ; Start the poison clock (we can't stay here long). 1/3 of the time we give the clock an extra tick.
3CC2: {{value}} 1C 7A ; Room {{decode}} _r ; When we enter this room 3 times the treasure is released.
3CC5: {{value}} 1C 68 ; Room {{decode}} _q ; see above
3CC8: {{value}} 1C 68 ; Room {{decode}} _q ; see above
3CCB: {{value}} 1C 8D ; Room {{decode}} _s ; If we have the lamp and it is off then the room drops its treasure. (Strange color walls)
3CCE: {{value}} 1C A9 ; Room {{decode}} _t ; If we are holding the packrat's trigger treasure (randomized at start) then the packrat drops his treasure.
3CD1: {{value}} 1C 68 ; Room {{decode}} _q ; see above
3CD4: {{value}} 1C CC ; Room {{decode}} _u ; If we can see you instantly get the treasure.
3CD7: {{value}} 1C F0 ; Room {{decode}} _v ; Print POOL OF OIL if the lamp can be refilled.
3CDA: {{value}} 1B B7 ; Room {{decode}} _f ; see above
3CDD: {{value}} 1C E0 ; Room {{decode}} _32 ; (Same as 32 below)
3CE0: {{value}} 1D 00 ; Room {{decode}} _x ; Add 40 to health and move us a short distance away. 10 minutes must pass before again.
3CE3: {{value}} 1D 00 ; Room {{decode}} _x ; see above
3CE6: {{value}} 1D 22 ; Room {{decode}} _203 ; Print "SMALL PIT IN CORNER OF ROOM"
3CE9: D5 1D 27 ; Room 213 _213 ; Print "LAYER OF MIST EAST WALL"
3CEC: 20 1C E0 ; Room 32 _32 ; If we can't see we take 30 damage.
3CEF: 21 1C D6 ; Room 33 _33 ; If we can see you instantly get the treasure.
3CF2: CB 1D 22 ; Room 203 _203 ; Print SMALL PIT IN CORNER OF ROOM.
3CF5: {{value}} 1B B4 ; Room {{decode}} _z ; Room with music (init to room 16 to 39). The sprite can't move objects here.
3CF8: E8 1D 2D ; Room 232 _232 ; _232 If we came south to this room and carrying pendant move us near start and random room for pendant.
3CFB: 00
Object Data
; AA BB bsdp_PPxy
; A = Current room number
; B = Display name to use
;
; b=1 if in backpack
; s=1 if spell or creature
; d=1 if object is required in game (can't get permanently lost in a failed jump)
; p=1 if "protected"
;
; PP is bottle/urn fill status
; x=1 if spell or dead creature
; y=1 if carried object or creature
;
; Objects are not accessible to the player (noun) if x or y are set.
;
3CFC: {{value1}} 01 {{value2}} ; 1 "FOOD" {{decode}}
3CFF: {{value1}} 02 {{value2}} ; 2 "BOTTLE" {{decode}}
3D02: {{value1}} 03 {{value2}} ; 3 "DAGGER" {{decode}}
3D05: {{value1}} 04 {{value2}} ; 4 "MACE" {{decode}}
3D08: {{value1}} 05 {{value2}} ; 5 "AX" {{decode}}
3D0B: {{value1}} 06 {{value2}} ; 6 "SWORD" {{decode}}
3D0E: {{value1}} 07 {{value2}} ; 7 "SHIELD" {{decode}}
3D11: {{value1}} 08 {{value2}} ; 8 "FLUTE" {{decode}}
3D14: {{value1}} 09 {{value2}} ; 9 "MUSHROOM" {{decode}}
3D17: {{value1}} 0A {{value2}} ; 10 "PENDANT" {{decode}}
3D1A: {{value1}} 0B {{value2}} ; 11 "SCEPTER" {{decode}}
3D1D: {{value1}} 0C {{value2}} ; 12 "LAMP" {{decode}}
3D20: {{value1}} 0D {{value2}} ; 13 "BASKET" {{decode}}
3D23: {{value1}} 0E {{value2}} ; 14 "PARCHMENT" {{decode}}
3D26: {{value1}} 0F {{value2}} ; 15 "VIAL" {{decode}}
3D29: {{value1}} 10 {{value2}} ; 16 "URN" {{decode}}
3D2C: {{value1}} 11 {{value2}} ; 17 "TALISMAN" {{decode}}
3D2F: {{value1}} 12 {{value2}} ; 18 "SCROLL" {{decode}}
3D32: {{value1}} 13 {{value2}} ; 19 "GOBLET" {{decode}}
3D35: {{value1}} 14 {{value2}} ; 20 "SKULL" {{decode}}
3D38: {{value1}} 15 {{value2}} ; 21 "SCARAB" {{decode}}
3D3B: {{value1}} 16 {{value2}} ; 22 "JEWELBOX" {{decode}}
3D3E: {{value1}} 17 {{value2}} ; 23 "TABLET" {{decode}}
3D41: {{value1}} 18 {{value2}} ; 24 "ROPE" {{decode}}
3D44: {{value1}} 19 {{value2}} ; 25 "SPRITE" {{decode}}
3D47: {{value1}} 1A {{value2}} ; 26 "TROGLODYTE" {{decode}}
3D4A: {{value1}} 1B {{value2}} ; 27 "SCORPION" {{decode}}
3D4D: {{value1}} 1C {{value2}} ; 28 "NYMPH" {{decode}}
3D50: {{value1}} 1D {{value2}} ; 29 "SATYR" {{decode}}
3D53: {{value1}} 1E {{value2}} ; 30 "MINOTAUR" {{decode}}
3D56: {{value1}} 1F {{value2}} ; 31 "ORACLE" {{decode}}
3D59: {{value1}} 20 {{value2}} ; 32 "GOLD" {{decode}}
3D5C: {{value1}} 21 {{value2}} ; 33 "SILVER" {{decode}}
3D5F: {{value1}} 22 {{value2}} ; 34 "DIAMOND" {{decode}}
3D62: {{value1}} 23 {{value2}} ; 35 "SPELLBOOK" {{decode}}
3D65: {{value1}} 24 {{value2}} ; 36 "RUBY" {{decode}}
3D68: {{value1}} 25 {{value2}} ; 37 "FLEECE" {{decode}}
3D6B: {{value1}} 26 {{value2}} ; 38 "TIARA" {{decode}}
3D6E: {{value1}} 27 {{value2}} ; 39 "POWDER" {{decode}}
3D71: {{value1}} 28 {{value2}} ; 40 "AMULET" {{decode}}
3D74: {{value1}} 29 {{value2}} ; 41 "POTION" {{decode}}
3D77: {{value1}} 2A {{value2}} ; 42 "POWERRING" {{decode}}
3D7A: {{value1}} 2B {{value2}} ; 43 "LIGHTRING" {{decode}}
3D7D: {{value1}} 2C {{value2}} ; 44 "TRUTHRING" {{decode}}
3D80: {{value1}} 2D {{value2}} ; 45 "CROWN" {{decode}}
3D83: {{value1}} 2E {{value2}} ; 46 "OPAL" {{decode}}
3D86: {{value1}} 2F {{value2}} ; 47 "SAPPHIRE" {{decode}}
3D89: {{value1}} 30 {{value2}} ; 48 "NORTH" {{decode}}
3D8C: {{value1}} 31 {{value2}} ; 49 "NORTH" {{decode}}
3D8F: {{value1}} 32 {{value2}} ; 50 "NORTH" {{decode}}
3D92: {{value1}} 33 {{value2}} ; 51 "NORTH" {{decode}}
3D95: {{value1}} 34 {{value2}} ; 52 "NORTH" {{decode}}
3D98: {{value1}} 35 {{value2}} ; 53 "NORTH" {{decode}}
3D9B: {{value1}} 36 {{value2}} ; 54 "NORTH" {{decode}}
3D9E: {{value1}} 37 {{value2}} ; 55 "VETAR" {{decode}}
3DA1: {{value1}} 38 {{value2}} ; 56 "MITRA" {{decode}}
3DA4: {{value1}} 39 {{value2}} ; 57 "OKKAN" {{decode}}
3DA7: {{value1}} 3A {{value2}} ; 58 "AKHIROM" {{decode}}
3DAA: {{value1}} 3B {{value2}} ; 59 "NERGAL" {{decode}}
3DAD: {{value1}} 3C {{value2}} ; 60 "BELROG" {{decode}}
3DB0: {{value1}} 3D {{value2}} ; 61 "CROM" {{decode}}
3DB3: {{value1}} 3E {{value2}} ; 62 "ISHTAR" {{decode}}
;
3DB6: 00 FF ; End of list marker
Natural Passages
; Read by the code but never changed (these are the passages on the map above). ; Floor 1 3DB8: 11 04 07 06 06 03 01 12 ; .D...S ...E.. ...EWS ...EW. ...EW. ....WS .....S .D..W. 3DC0: 0C 06 2F 06 07 0E 0B 01 ; ..NE.. ...EW. U.NEWS ...EW. ...EWS ..NEW. ..N.WS .....S 3DC8: 01 08 09 04 0B 01 0D 0B ; .....S ..N... ..N..S ...E.. ..N.WS .....S ..NE.S ..N.WS 3DD0: 19 14 06 03 0D 0E 0A 09 ; .DN..S .D.E.. ...EW. ....WS ..NE.S ..NEW. ..N.W. ..N..S 3DD8: 0C 06 03 0C 0E 06 12 08 ; ..NE.. ...EW. ....WS ..NE.. ..NEW. ...EW. .D..W. ..N... 3DE0: 35 37 37 37 37 37 37 37 ; UD.E.S UD.EWS UD.EWS UD.EWS UD.EWS UD.EWS UD.EWS UD.EWS 3DE8: 3F 3F 3F 3F 3F 3F 3F 3F ; UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS 3DF0: 3E 3E 3E 3E 3E 3E 3E 3A ; UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDN.W. ; Floor 2 3DF8: 24 03 24 03 25 06 03 38 ; U..E.. ....WS U..E.. ....WS U..E.S ...EW. ....WS UDN... 3E00: 0D 0E 06 0E 0A 09 08 01 ; ..NE.S ..NEW. ...EW. ..NEW. ..N.W. ..N..S ..N... .....S 3E08: 09 04 06 27 07 0B 05 0B ; ..N..S ...E.. ...EW. U..EWS ...EWS ..N.WS ...E.S ..N.WS 3E10: 09 30 04 0B 08 0C 0A 09 ; ..N..S UD.... ...E.. ..N.WS ..N... ..NE.. ..N.W. ..N..S 3E18: 0C 16 06 0E 06 06 10 18 ; ..NE.. .D.EW. ...EW. ..NEW. ...EW. ...EW. .D.... .DN... 3E20: 35 3F 37 37 37 37 37 37 ; UD.E.S UDNEWS UD.EWS UD.EWS UD.EWS UD.EWS UD.EWS UD.EWS 3E28: 3F 3F 3F 3F 3F 3F 3F 3F ; UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS 3E30: 3E 3E 3E 3E 3E 3E 3E 3A ; UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDN.W. ; Floor 3 3E38: 01 04 27 06 06 02 05 20 ; .....S ...E.. U..EWS ...EW. ...EW. ....W. ...E.S U..... 3E40: 09 05 07 06 06 03 0B 02 ; ..N..S ...E.S ...EWS ...EW. ...EW. ....WS ..N.WS ....W. 3E48: 08 09 09 05 03 09 28 01 ; ..N... ..N..S ..N..S ...E.S ....WS ..N..S U.N... .....S 3E50: 05 2F 0B 0C 2F 0E 10 09 ; ...E.S U.NEWS ..N.WS ..NE.. U.NEWS ..NEW. .D.... ..N..S 3E58: 0C 0F 0F 07 07 03 02 09 ; ..NE.. ..NEWS ..NEWS ...EWS ...EWS ....WS ....W. ..N..S 3E60: 35 37 37 37 37 37 37 3F ; UD.E.S UD.EWS UD.EWS UD.EWS UD.EWS UD.EWS UD.EWS UDNEWS 3E68: 3F 3F 3F 3F 3F 3F 3F 3F ; UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS 3E70: 3E 3E 3E 3E 3E 3E 3E 3E ; UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. ; Floor 4 3E78: 05 06 06 06 06 03 05 03 ; ...E.S ...EW. ...EW. ...EW. ...EW. ....WS ...E.S ....WS 3E80: 0D 03 10 04 03 0C 0A 09 ; ..NE.S ....WS .D.... ...E.. ....WS ..NE.. ..N.W. ..N..S 3E88: 0D 0B 05 06 0A 05 07 0B ; ..NE.S ..N.WS ...E.S ...EW. ..N.W. ...E.S ...EWS ..N.WS 3E90: 0C 0B 09 05 07 0F 0F 0B ; ..NE.. ..N.WS ..N..S ...E.S ...EWS ..NEWS ..NEWS ..N.WS 3E98: 05 0E 0A 0C 0E 0E 0E 0A ; ...E.S ..NEW. ..N.W. ..NE.. ..NEW. ..NEW. ..NEW. ..N.W. 3EA0: 35 37 37 3F 37 37 37 37 ; UD.E.S UD.EWS UD.EWS UDNEWS UD.EWS UD.EWS UD.EWS UD.EWS 3EA8: 3F 3F 3F 3F 3F 3F 3F 3F ; UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS UDNEWS 3EB0: 3E 3E 3E 3E 3E 3E 3E 3A ; UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDNEW. UDN.W.
Blocked Passages
; These appear on the map above
; Floor 1
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; Floor 2
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; Floor 3
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; Floor 4
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Protection Lists
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