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Hershey's Sega Sampler
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1996-09-21
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39KB
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615 lines
Answer Hunt block database file version: 1.0
Background color index (0-255) : 0
Shadow color index (0-255) : 36
Highlight color index (0-255) : 44
Floor color index (0-255) : 238
Ceiling color index (0-255) : 242
Number of panel defs (1100 max) : 1100
Number of block defs (256 max) : 210
Number of sfx defs : 73
Player start x : 18
Player start y : 18
Player start heading (0-255,0=east) : 0
Aspect Ratio : 2.0
Field of View : 1.0
Number of problems (20 max) : 10
Bitmap backdrop : ''
Number of tries : 3
Name of problem file (if any) : 'A_0.PRB'
#
# Block shape types --------------------------------------------------
# BLOCK_EMPTY 0 // block is empty (just floor & ceiling)
# BLOCK_CUBE 1 // block is a cube
# BLOCK_HORZ 2 // block is a horizontal (EW) divider
# BLOCK_VERT 3 // block is a vertical (NS) divider
# BLOCK_ACTOR 4 // block is an actor or prop
# BLOCK_DIAG1 5 // block is a diagonal
# BLOCK_DIAG2 6 // block is a diagonal
#
# Flag bits (add up) --------------------------------------------------
# BLOCK_TRANS 1 // block is transparent
# BLOCK_WALL 2 // block is an impassable
# BLOCK_BI 4 // Thing is bilaterally symetric, saves views
# BLOCK_DECAL 8 // Decal block
# BLOCK_ACTION 16 // block is an object which can be
# // activated by pressing action button
# BLOCK_HITABLE 32 // block is an object which can be
# // activated by being hit by another object
# BLOCK_BUMP 64 // block is an object which can be activated
# // by "bumping" into it
# BLOCK_NOCROSS 128 // block cannot be moved through by SFX,
# // but player can move through
# BLOCK_TIMELIM 256 // block is activated by SFX time limit trigger
#
# Block Kinds, what a block does when activated ------------------------------
# KIND_SIMPLE = 0 // do-nothing block
# KIND_ANSWER = 1 // answer block, string field is answer, ex. "4"
# KIND_CHAIN = 2 // chains to new file based on string field + 0 to data-1
# KIND_MIDITUNE = 3 // plays midi file based on string field
# KIND_BIGWAV = 4 // plays wave file based on string field
# KIND_CDTRACK = 5 // plays cd track based on data field
# KIND_ENDLEVEL = 6 // ends level when activated
# KIND_TRIGGER = 7 // activates nearby blocks (within data blocks)
# KIND_PROBLEFT=10 // problem block, string field is problem and answer
# KIND_PROBCENTER=11 // for example: "5-1=4" (loaded from problem file)
# KIND_PROBRIGHT=12 // data field tells what problem number is (1-10 allowed)
# KIND_GOODIE=13, // data field is which goodie bit is set
# KIND_GOODIE_NEEDED=14, // data field is mask for which goodie is needed to activate
# KIND_RUNAPP=15, // activate application with name in string field
# KIND_MATCH=16, // Matching block for playground game
# KIND_RUNTRIP=17, // Activate Field Trip
# KIND_ANSWERPIC = 18, // answer block, string field is answer, ex. "4" and name of picture file
# KIND_TREASURE = 19, // Treasure block
# KIND_TREASURECHECK = 20, // Treasure check
# KIND_OPPONENT=98, // This block is an opponent
# KIND_RECYCLE_BIN=99, // Recycle bin block
# KIND_PLAYERONE=100, // This block is player one's "avatar"
# KIND_PLAYERTWO=101, // This block is player two's "avatar"
#
# BLOCK-------------------------------------------------------------------------------------------------------------------
# BLOCK SHAPE FLAGS N_WALL E_WALL S_WALL W_WALL CEIL FLOOR T_W T_S T_H LIGHT SFX RECOLOR BOT TOP KIND DATA SOUND STRING
#
# open block (answers CAN reappear here)
0 0 1 -1 -1 -1 -1 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'Open 0'
# open block (answers CANNOT reappear here!)
1 0 1 -1 -1 -1 -1 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'Open 1'
# wall one
2 1 2 203 203 203 203 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# open block (answers CANNOT reappear here!)
3 0 129 -1 -1 -1 -1 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'Open 1'
# wall chalk left NORTH/SOUTH
4 3 2 203 207 203 207 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'chalk left'
# wall chalk middle NORTH/SOUTH
5 3 2 203 208 203 208 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'chalk mid'
# wall chalk right NORTH/SOUTH
6 3 2 203 209 203 209 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'chalk right'
# wall chalk left EAST/WEST
7 3 2 203 207 203 207 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'chalk left'
# wall chalk middle EAST/WEST
8 3 2 203 208 203 208 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'chalk mid'
# wall chalk right EAST/WEST
9 3 2 203 209 203 209 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'chalk right'
# Locked door one blue
10 1 2 204 204 204 204 201 200 128 7 256 0 38 0 0 256 14 32 105 'DOOROPEN'
# Door closed one blue
11 1 18 204 204 204 204 201 200 128 7 256 0 36 0 0 256 0 0 105 'DOOROPEN'
# Door opening one blue
12 1 3 205 205 205 205 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'door '
# Door open one blue
13 1 17 206 206 206 206 201 200 128 7 256 0 -1 0 0 256 0 0 104 'DOORCLOS'
# Locked door two purple exit
# 14 1 2 152 152 152 152 201 200 128 7 256 0 38 0 0 256 14 32 -1 ' '
# Door closed two purple exit
15 1 18 152 152 152 152 201 200 128 7 256 0 36 0 0 256 6 0 105 'MAIN'
# Door opening two purple exit
16 1 19 153 153 153 153 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'DOOR'
# Door open two purple exit
17 1 19 154 154 154 154 201 200 128 7 256 0 37 0 0 256 0 0 104 ' '
# wall column center pillar square
# 18 1 2 159 159 159 159 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall block Diag 1 column center pillar square
# 19 5 2 159 159 159 159 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall block Diag 2 column center pillar square
# 20 6 2 159 159 159 159 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall column center pillar black writing area
21 1 2 164 164 164 164 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall with right arrow
26 1 2 193 193 193 193 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall with left arrow
27 1 2 194 194 194 194 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# problem 1 left
28 3 27 202 500 202 500 4 200 128 7 96 0 -1 0 80 176 10 1 -1 '1:1'
# problem 1 mid
29 3 27 202 501 202 501 5 200 128 7 96 0 -1 0 80 176 11 1 -1 '1:1'
# problem 1 right
30 3 27 202 502 202 502 6 200 128 7 96 0 -1 0 80 176 12 1 -1 '1:1'
# problem 2 left
31 3 27 202 503 202 503 4 200 128 7 96 0 -1 0 80 176 10 2 -1 '2:2'
# problem 2 mid
32 3 27 202 504 202 504 5 200 128 7 96 0 -1 0 80 176 11 2 -1 '2:2'
# problem 2 right
33 3 27 202 505 202 505 6 200 128 7 96 0 -1 0 80 176 12 2 -1 '2:2'
# problem 3 left
34 3 27 202 506 202 506 7 200 128 7 96 0 -1 0 80 176 10 3 -1 '3:3'
# problem 3 mid
35 3 27 202 507 202 507 8 200 128 7 96 0 -1 0 80 176 11 3 -1 '3:3'
# problem 3 right
36 3 27 202 508 202 508 9 200 128 7 96 0 -1 0 80 176 12 3 -1 '3:3'
# problem 4 left
37 3 27 202 509 202 509 7 200 128 7 96 0 -1 0 80 176 10 4 -1 '4:4'
# problem 4 mid
38 3 27 202 510 202 510 8 200 128 7 96 0 -1 0 80 176 11 4 -1 '4:4'
# problem 4 right
39 3 27 202 511 202 511 9 200 128 7 96 0 -1 0 80 176 12 4 -1 '4:4'
# problem 5 left
40 3 27 202 512 202 512 4 200 128 7 96 0 -1 0 80 176 10 5 -1 '5:5'
# problem 5 mid
41 3 27 202 513 202 513 5 200 128 7 96 0 -1 0 80 176 11 5 -1 '5:5'
# problem 5 right
42 3 27 202 514 202 514 6 200 128 7 96 0 -1 0 80 176 12 5 -1 '5:5'
# problem 6 left
43 3 27 202 515 202 515 4 200 128 7 96 0 -1 0 80 176 10 6 -1 '6:6'
# problem 6 mid
44 3 27 202 516 202 516 5 200 128 7 96 0 -1 0 80 176 11 6 -1 '6:6'
# problem 6 right
45 3 27 202 517 202 517 6 200 128 7 96 0 -1 0 80 176 12 6 -1 '6:6'
# problem 7 left
46 3 27 202 518 202 518 7 200 128 7 96 0 -1 0 80 176 10 7 -1 '7:7'
# problem 7 mid
47 3 27 202 519 202 519 8 200 128 7 96 0 -1 0 80 176 11 7 -1 '7:7'
# problem 7 right
48 3 27 202 520 202 520 9 200 128 7 96 0 -1 0 80 176 12 7 -1 '7:7'
# problem 8 left
49 3 27 202 521 202 521 7 200 128 7 96 0 -1 0 80 176 10 8 -1 '8:8'
# problem 8 mid
50 3 27 202 522 202 522 8 200 128 7 96 0 -1 0 80 176 11 8 -1 '8:8'
# problem 8 right
51 3 27 202 523 202 523 9 200 128 7 96 0 -1 0 80 176 12 8 -1 '8:8'
# problem 9 left
52 3 27 202 524 202 524 4 200 128 7 96 0 -1 0 80 176 10 9 -1 '9:9'
# problem 9 mid
53 3 27 202 525 202 525 5 200 128 7 96 0 -1 0 80 176 11 9 -1 '9:9'
# problem 9 right
54 3 27 202 526 202 526 6 200 128 7 96 0 -1 0 80 176 12 9 -1 '9:9'
# problem 10 left
55 3 27 202 527 202 527 4 200 128 7 96 0 -1 0 80 176 10 10 -1 '10:10'
# problem 10 mid
56 3 27 202 528 202 528 5 200 128 7 96 0 -1 0 80 176 11 10 -1 '10:10'
# problem 10 right
57 3 27 202 529 202 529 6 200 128 7 96 0 -1 0 80 176 12 10 -1 '10:10'
# window with red trim
58 1 3 245 245 245 245 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall with picture 1
# 59 1 2 242 242 242 242 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall with picture 2
# 60 1 2 243 243 243 243 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall with picture 3
# 61 1 2 244 244 244 244 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall block Diag 1 plain no picture
65 5 2 203 203 203 203 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall block Diag 2 plain no picture
66 6 2 203 203 203 203 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# THING-------------------------------------------------------------------------------------------------------------
# BLOCK SHAPE FLAGS BASE BLOCK VIEWS HEADING RES1 RES2 T_W T_S T_H LIGHT SFX RECOLOR BOT TOP KIND DATA SOUND STRING
# exit sign
70 4 1 155 1 0 0 0 0 128 7 67 0 -1 0 173 240 0 0 -1 'object'
# Table Blue
71 4 3 271 1 0 0 0 0 128 7 78 4 -1 0 0 78 0 0 -1 'light'
# Ceiling lamp blue
72 4 1 255 1 0 0 0 0 128 7 67 4 -1 0 189 256 0 0 -1 'light'
# Ceiling Lamp brown
73 4 1 256 1 0 0 0 0 128 7 67 4 -1 0 189 256 0 0 -1 'light'
# Ceiling Lamp cyan
74 4 1 257 1 0 0 0 0 128 7 67 4 -1 0 189 256 0 0 -1 'light'
# Ceiling Lamp green
75 4 1 258 1 0 0 0 0 128 7 67 4 -1 0 189 256 0 0 -1 'light'
# Ceiling Lamp lt green
76 4 1 259 1 0 0 0 0 128 7 67 4 -1 0 189 256 0 0 -1 'light'
# Ceiling Lamp magenta
77 4 1 260 1 0 0 0 0 128 7 67 4 -1 0 189 256 0 0 -1 'light'
# Ceiling Lamp orange
78 4 1 261 1 0 0 0 0 128 7 67 4 -1 0 189 256 0 0 -1 'light'
# Ceiling Lamp purple
79 4 1 262 1 0 0 0 0 128 7 67 4 -1 0 189 256 0 0 -1 'light'
# Ceiling Lamp red
80 4 1 263 1 0 0 0 0 128 7 67 4 -1 0 189 256 0 0 -1 'light'
# Ceiling Lamp yellow
81 4 1 264 1 0 0 0 0 128 7 67 4 -1 0 189 256 0 0 -1 'light'
# pole red
82 4 3 236 1 0 0 0 0 128 7 256 0 -1 0 0 256 0 0 -1 'object'
# recess goodie 1 on Blue table
83 4 83 267 71 0 0 0 0 128 7 45 0 40 0 70 115 13 1 111 ' '
# recess goodie 2 on Blue table
84 4 83 268 71 0 0 0 0 128 7 45 0 40 0 70 115 13 2 112 ' '
# recess goodie 1 on Blue table
85 4 83 269 71 0 0 0 0 128 7 45 0 40 0 70 115 13 4 113 ' '
# bus goodie 2 on Blue table
86 4 83 265 71 0 0 0 0 128 7 45 0 40 0 70 115 13 8 114 ' '
# bus goodie 3 on Blue Table
87 4 83 266 71 0 0 0 0 128 7 45 0 40 0 70 115 13 16 115 ' '
# key goodie on blue table
88 4 83 270 71 0 0 0 0 128 7 45 0 40 0 70 115 13 32 116 ' '
# Purple People Eater
89 4 23 110 1 8 0 0 0 128 7 170 0 -1 0 0 170 98 0 -1 ' '
# Num0
90 4 145 0 1 0 0 0 0 128 7 159 0 45 0 0 159 1 0 -1 '0'
# Num1
91 4 145 3 1 0 64 0 0 128 7 159 0 45 0 0 159 1 0 -1 '1'
# Num2
92 4 145 6 1 0 128 0 0 128 7 159 0 45 0 0 159 1 0 -1 '2'
# Num3
93 4 145 9 1 0 192 0 0 128 7 159 0 45 0 0 159 1 0 -1 '3'
# Num4
94 4 145 12 1 0 0 0 0 128 7 159 0 45 0 0 159 1 0 -1 '4'
# Num5
95 4 145 15 1 0 64 0 0 128 7 159 0 45 0 0 159 1 0 -1 '5'
# Num6
96 4 145 18 1 0 128 0 0 128 7 159 0 45 0 0 159 1 0 -1 '6'
# Num7
97 4 145 21 1 0 192 0 0 128 7 159 0 45 0 0 159 1 0 -1 '7'
# Num8
98 4 145 24 1 0 0 0 0 128 7 159 0 45 0 0 159 1 0 -1 '8'
# Num9
99 4 145 27 1 0 64 0 0 128 7 159 0 45 0 0 159 1 0 -1 '9'
# LetA
100 4 145 30 1 0 0 0 0 128 7 159 0 45 0 0 159 1 0 -1 'A'
# LetB
101 4 145 33 1 0 64 0 0 128 7 159 0 45 0 0 159 1 0 -1 'B'
# LetC
102 4 145 36 1 0 128 0 0 128 7 159 0 45 0 0 159 1 0 -1 'C'
# LetD
103 4 145 39 1 0 192 0 0 128 7 159 0 45 0 0 159 1 0 -1 'D'
# LetE
104 4 145 42 1 0 0 0 0 128 7 159 0 45 0 0 159 1 0 -1 'E'
# LetF
105 4 145 45 1 0 64 0 0 128 7 159 0 45 0 0 159 1 0 -1 'F'
# LetG
106 4 145 48 1 0 128 0 0 128 7 159 0 45 0 0 159 1 0 -1 'G'
# LetH
107 4 145 51 1 0 192 0 0 128 7 159 0 45 0 0 159 1 0 -1 'H'
# LetI
108 4 145 54 1 0 0 0 0 128 7 159 0 45 0 0 159 1 0 -1 'I'
# LetJ
109 4 145 57 1 0 64 0 0 128 7 159 0 45 0 0 159 1 0 -1 'J'
# LetK
110 4 145 60 1 0 128 0 0 128 7 159 0 45 0 0 159 1 0 -1 'K'
# LetL
111 4 145 63 1 0 192 0 0 128 7 159 0 45 0 0 159 1 0 -1 'L'
# LetM
112 4 145 66 1 0 0 0 0 128 7 159 0 45 0 0 159 1 0 -1 'M'
# LetN
113 4 145 69 1 0 64 0 0 128 7 159 0 45 0 0 159 1 0 -1 'N'
# LetO
114 4 145 72 1 0 128 0 0 128 7 159 0 45 0 0 159 1 0 -1 'O'
# LetP
115 4 145 75 1 0 192 0 0 128 7 159 0 45 0 0 159 1 0 -1 'P'
# LetQ
116 4 145 78 1 0 0 0 0 128 7 159 0 45 0 0 159 1 0 -1 'Q'
# LetR
117 4 145 81 1 0 64 0 0 128 7 159 0 45 0 0 159 1 0 -1 'R'
# LetS
118 4 145 84 1 0 128 0 0 128 7 159 0 45 0 0 159 1 0 -1 'S'
# LetT
119 4 145 87 1 0 192 0 0 128 7 159 0 45 0 0 159 1 0 -1 'T'
# LetU
120 4 145 90 1 0 0 0 0 128 7 159 0 45 0 0 159 1 0 -1 'U'
# LetV
121 4 145 93 1 0 64 0 0 128 7 159 0 45 0 0 159 1 0 -1 'V'
# LetW
122 4 145 96 1 0 128 0 0 128 7 159 0 45 0 0 159 1 0 -1 'W'
# LetX
123 4 145 99 1 0 192 0 0 128 7 159 0 45 0 0 159 1 0 -1 'X'
# LetY
124 4 145 102 1 0 0 0 0 128 7 159 0 45 0 0 159 1 0 -1 'Y'
# LetZ
125 4 145 105 1 0 64 0 0 128 7 159 0 45 0 0 159 1 0 -1 'Z'
# Player 1
126 4 55 -20 1 8 192 0 0 128 7 170 0 -1 0 0 170 100 0 -1 'PLAYER1'
# Player 2
127 4 55 -20 1 8 192 0 0 128 7 170 0 -1 0 0 170 101 0 -1 'PLAYER2'
# BLOCK-------------------------------------------------------------------------------------------------------------------
# BLOCK SHAPE FLAGS N_WALL E_WALL S_WALL W_WALL CEIL FLOOR T_W T_S T_H LIGHT SFX RECOLOR BOT TOP KIND DATA SOUND STRING
#
# Message of the day left
128 1 11 1102 1102 1100 1100 21 200 128 7 96 0 -1 0 80 176 10 1 -1 ' '
# Message of the day middle
129 1 11 1101 1101 1101 1101 21 200 128 7 96 0 -1 0 80 176 11 1 -1 ' '
# Message of the day right
130 1 11 1100 1100 1102 1102 21 200 128 7 96 0 -1 0 80 176 12 1 -1 ' '
# THING-------------------------------------------------------------------------------------------------------------
# BLOCK SHAPE FLAGS BASE BLOCK VIEWS HEADING RES1 RES2 T_W T_S T_H LIGHT SFX RECOLOR BOT TOP KIND DATA SOUND STRING
# Popping letter frame 1
131 4 3 790 1 0 0 0 0 128 7 159 0 -1 0 0 159 0 0 123 'pop'
# Popping letter frame 2
132 4 3 791 1 0 0 0 0 128 7 159 0 -1 0 0 159 0 0 -1 'pop'
# Popping letter frame 3
133 4 3 792 1 0 0 0 0 128 7 159 0 -1 0 0 159 0 0 -1 'pop'
# Popping letter frame 4
134 4 3 793 1 0 0 0 0 128 7 159 0 -1 0 0 159 0 0 -1 'pop'
# BLOCK SHAPE FLAGS BASE BLOCK VIEWS HEADING RES1 RES2 T_W T_S T_H LIGHT SFX RECOLOR BOT TOP KIND DATA SOUND STRING
# Sonic foot tapping (explains class)
135 4 259 895 1 0 0 0 0 128 7 170 0 47 0 0 170 4 0 -1 'ah0144'
# Sonic spin ball
136 4 259 898 1 0 0 0 0 128 7 170 0 69 0 0 170 4 0 -1 'ah0144'
# Sonic run
137 4 263 880 1 8 0 0 0 128 7 170 0 70 0 0 170 4 0 -1 'ah0144'
# Sonic spin ball
138 4 259 898 1 0 0 0 0 128 7 170 0 71 0 0 170 4 0 -1 'ah0144'
# Sonic ???
# 139 4 259 895 1 0 0 0 0 128 7 170 0 47 0 0 170 4 0 -1 'ah0144'
# Action blocks reserved for anything ouR little minds can dream up
# Fish on blue table
140 4 19 780 71 0 0 0 0 128 7 100 0 46 0 70 170 0 0 118 ' '
# Ceiling Lamp off
# 141 4 1 163 1 0 0 0 0 128 7 67 4 71 0 189 256 0 0 -1 'light'
# Ceiling Lamp orange
# 142 4 1 261 1 0 0 0 0 128 7 67 4 72 0 189 256 0 0 -1 'light'
# Action block #4
# 143 4 19 780 71 0 0 0 0 128 7 100 0 46 0 70 170 0 0 -1 ' '
# Action block #5
# 144 4 19 780 71 0 0 0 0 128 7 100 0 46 0 70 170 0 0 -1 ' '
# Action block #6
# 145 4 19 780 71 0 0 0 0 128 7 100 0 46 0 70 170 0 0 -1 ' '
# Action block #7
# 146 4 19 780 71 0 0 0 0 128 7 100 0 46 0 70 170 0 0 -1 ' '
# Action block #8
# 147 4 19 780 71 0 0 0 0 128 7 100 0 46 0 70 170 0 0 -1 ' '
# Action block #9
# 148 4 19 780 71 0 0 0 0 128 7 100 0 46 0 70 170 0 0 -1 ' '
# Action block #10
# 149 4 19 780 71 0 0 0 0 128 7 100 0 46 0 70 170 0 0 -1 ' '
# Recycle bin
150 4 3 272 1 0 0 0 0 128 7 150 4 -1 0 0 150 99 0 -1 'recycle'
# BLOCK SHAPE FLAGS BASE BLOCK VIEWS HEADING RES1 RES2 T_W T_S T_H LIGHT SFX RECOLOR BOT TOP KIND DATA SOUND STRING
#
# BLOCK-------------------------------------------------------------------------------------------------------------------
# BLOCK SHAPE FLAGS N_WALL E_WALL S_WALL W_WALL CEIL FLOOR T_W T_S T_H LIGHT SFX RECOLOR BOT TOP KIND DATA SOUND STRING
# wall Alice in Wonderland Cycle
160 1 1 206 206 203 203 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# Sonic Wall entry instructions (used to be wall button off)
161 2 18 794 794 794 794 201 200 128 7 256 0 -1 0 0 256 7 0 144 'wall'
# wall button on
# 162 1 18 109 109 109 109 800 200 128 7 256 0 70 0 0 256 7 2 -1 'wall'
# wall with picture 1
176 1 18 800 800 800 800 201 200 128 7 256 0 43 0 0 256 0 0 160 'wall'
# wall with picture 2
177 1 18 801 801 801 801 201 200 128 7 256 0 43 0 0 256 0 0 161 'wall'
# wall with picture 3
178 1 18 802 802 802 802 201 200 128 7 256 0 43 0 0 256 0 0 162 'wall'
# wall with picture 4
179 1 18 803 803 803 803 201 200 128 7 256 0 43 0 0 256 0 0 163 'wall'
# wall with picture 5
180 1 18 804 804 804 804 201 200 128 7 256 0 44 0 0 256 0 0 164 'wall'
# wall with picture 6
181 1 18 805 805 805 805 201 200 128 7 256 0 43 0 0 256 0 0 165 'wall'
# wall with picture 7
182 1 18 806 806 806 806 201 200 128 7 256 0 43 0 0 256 0 0 166 'wall'
# wall with picture 8
183 1 18 807 807 807 807 201 200 128 7 256 0 43 0 0 256 0 0 167 'wall'
# wall with picture 9
184 1 18 808 808 808 808 201 200 128 7 256 0 43 0 0 256 0 0 168 'wall'
# wall with picture10
185 1 18 809 809 809 809 201 200 128 7 256 0 44 0 0 256 0 0 169 'wall'
# Color walls which will cycle once each time activated by player
# wall goodie room red
186 1 18 869 869 869 869 201 200 128 7 256 0 48 0 0 256 0 0 170 'wall'
# wall goodie room blue
187 1 18 870 870 870 870 201 200 128 7 256 0 48 0 0 256 0 0 162 'wall'
# wall goodie room yellow
188 1 18 871 871 871 871 201 200 128 7 256 0 48 0 0 256 0 0 172 'wall'
# wall goodie room pink
189 1 18 872 872 872 872 201 200 128 7 256 0 48 0 0 256 0 0 173 'wall'
# wall goodie room green
190 1 18 873 873 873 873 201 200 128 7 256 0 48 0 0 256 0 0 166 'wall'
# wall goodie room cyan
191 1 18 874 874 874 874 201 200 128 7 256 0 49 0 0 256 0 0 175 'wall'
# Color squaare walls which will cycle automatically
# wall goodie room red
192 1 2 869 869 869 869 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall goodie room blue
193 1 2 870 870 870 870 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall goodie room yellow
194 1 2 871 871 871 871 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall goodie room pink
195 1 2 872 872 872 872 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall goodie room green
196 1 2 873 873 873 873 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall goodie room cyan
197 1 2 874 874 874 874 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# Color dia \ walls which will cycle automatically
# wall goodie room red
198 5 2 869 869 869 869 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall goodie room blue
199 5 2 870 870 870 870 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall goodie room yellow
200 5 2 871 871 871 871 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall goodie room pink
201 5 2 872 872 872 872 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall goodie room green
202 5 2 873 873 873 873 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall goodie room cyan
203 5 2 874 874 874 874 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# Color dia / walls which will cycle automatically
# wall goodie room red
204 6 2 869 869 869 869 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall goodie room blue
205 6 2 870 870 870 870 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall goodie room yellow
206 6 2 871 871 871 871 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall goodie room pink
207 6 2 872 872 872 872 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall goodie room green
208 6 2 873 873 873 873 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall goodie room cyan
209 6 2 874 874 874 874 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# SFX----------------------------------------------------------------------------------------------------------------
# -- Flags -- (add up)
# SFX_ONESHOT 1 // SFX runs once and then is done
# SFX_LOOPING 2 // SFX runs in a loop
# SFX_DURABLE 4 // SFX leaves last block
# SFX_MOVEBOUNCE 8 // SFX bounces when hits an obsticle
# SFX_MOVEDIE 16 // SFX dies when hits an obstical
# SFX_HITTER 32 // SFX can hit things
# SFX_MAZESOLVE 64 // SFX moves via the maze solving method
# SFX_ALTERNATE 128 // SFX repeats cycle 0 inbetween odd cycle numbers
# SFX_PERIODIC 256 // SFX counts up then down
# SFX_HUNTER 512 // SFX turns towards player
# SFX_HUNTPAUSE 1024 // SFX is hunter taking a break
#
# Each Tick is 40 msec. long. To convert seconds to ticks, multiply by 25.
#
# BLOCK CYC TCK FLAGS M_X M_Y INC_BLOCK BASE_BLOCK INC_WALL BASE_WALL TIMELIM
#
# SFX 0 Number 0 bounce
90 3 4 330 16 0 0 -1 1 -1 0
# SFX 1
91 3 3 330 16 0 0 -1 1 -1 0
# SFX 2
92 3 3 330 16 0 0 -1 1 -1 0
# SFX 3
93 3 4 330 16 0 0 -1 1 -1 0
# SFX 4
94 3 3 330 16 0 0 -1 1 -1 0
# SFX 5
95 3 3 330 16 0 0 -1 1 -1 0
# SFX 6
96 3 4 330 16 0 0 -1 1 -1 0
# SFX 7
97 3 3 330 16 0 0 -1 1 -1 0
# SFX 8
98 3 3 330 16 0 0 -1 1 -1 0
# SFX 9 Number 9 bounce
99 3 3 330 16 0 0 -1 1 -1 0
# SFX 10 Letter A bounce
100 3 3 330 16 0 0 -1 1 -1 0
# SFX 11
101 3 3 330 16 0 0 -1 1 -1 0
# SFX 12
102 3 3 330 16 0 0 -1 1 -1 0
# SFX 13
103 3 3 330 16 0 0 -1 1 -1 0
# SFX 14
104 3 3 330 16 0 0 -1 1 -1 0
# SFX 15
105 3 3 330 16 0 0 -1 1 -1 0
# SFX 16
106 3 3 330 16 0 0 -1 1 -1 0
# SFX 17
107 3 3 330 16 0 0 -1 1 -1 0
# SFX 18
108 3 3 330 16 0 0 -1 1 -1 0
# SFX 19
109 3 3 330 16 0 0 -1 1 -1 0
# SFX 20
110 3 3 330 16 0 0 -1 1 -1 0
# SFX 21
111 3 3 330 16 0 0 -1 1 -1 0
# SFX 22
112 3 3 330 16 0 0 -1 1 -1 0
# SFX 23
113 3 3 330 16 0 0 -1 1 -1 0
# SFX 24
114 3 3 330 16 0 0 -1 1 -1 0
# SFX 25
115 3 3 330 16 0 0 -1 1 -1 0
# SFX 26
116 3 3 330 16 0 0 -1 1 -1 0
# SFX 27
117 3 3 330 16 0 0 -1 1 -1 0
# SFX 28
118 3 3 330 16 0 0 -1 1 -1 0
# SFX 29
119 3 3 330 16 0 0 -1 1 -1 0
# SFX 30
120 3 3 330 16 0 0 -1 1 -1 0
# SFX 31
121 3 3 330 16 0 0 -1 1 -1 0
# SFX 32
122 3 3 330 16 0 0 -1 1 -1 0
# SFX 33
123 3 3 330 16 0 0 -1 1 -1 0
# SFX 34
124 3 3 330 16 0 0 -1 1 -1 0
# SFX 35 Letter Z bounce
125 3 3 330 16 0 0 -1 1 -1 0
# SFX 36 Door opens
-1 3 3 5 0 0 1 -1 0 -1 0
# SFX 37 Door closes
-1 3 3 5 0 0 -1 -1 0 -1 0
# SFX 38 Door gets unlocked
-1 4 3 5 0 0 1 -1 0 -1 0
# SFX 39 PPE Walks around hunting for players
89 3 4 1378 64 0 0 -1 5 -1 0
# SFX 40 Pick up thing
-1 1 1 9 1 0 0 -1 0 -1 0
# SFX 41 blue pole cycling
82 3 3 2 0 0 0 -1 1 236 0
# SFX 42 exit sign flashing
70 2 3 2 0 0 0 -1 1 155 0
# SFX 43 posters forward
-1 2 3 5 0 0 1 -1 0 -1 0
# SFX 44 posters backward
-1 2 3 5 0 0 -4 -1 0 -1 0
# SFX 45 Letter "pops"
-1 4 4 1 0 0 1 131 0 -1 0
# SFX 46 Fish jump
-1 4 3 1 16 0 0 -1 1 780 0
# BLOCK CYC TCK FLAGS M_X M_Y INC_BLOCK BASE_BLOCK INC_WALL BASE_WALL TIMELIM
# SFX 47 Sonic Foot tap (1)
135 3 2 2 0 0 0 136 1 895 380
# SFX 48 color wall forward
-1 2 3 5 0 0 1 -1 0 -1 0
# SFX 49 color wall backward
-1 2 3 5 0 0 -5 -1 0 -1 0
# SFX 50 COLOR WALLS CYCLE
192 6 2 2 0 0 0 -1 1 869 0
# SFX 51 COLOR WALLS CYCLE
193 6 2 2 0 0 0 -1 1 870 0
# SFX 52 COLOR WALLS CYCLE
194 6 2 2 0 0 0 -1 1 871 0
# SFX 53 COLOR WALLS CYCLE
195 6 2 2 0 0 0 -1 1 872 0
# SFX 54 COLOR WALLS CYCLE
196 6 2 2 0 0 0 -1 1 873 0
# SFX 55 COLOR WALLS CYCLE
197 6 2 2 0 0 0 -1 1 874 0
# SFX 56 COLOR WALLS CYCLE
198 6 2 2 0 0 0 -1 1 869 0
# SFX 57 COLOR WALLS CYCLE
199 6 2 2 0 0 0 -1 1 870 0
# SFX 58 COLOR WALLS CYCLE
200 6 2 2 0 0 0 -1 1 871 0
# SFX 59 COLOR WALLS CYCLE
201 6 2 2 0 0 0 -1 1 872 0
# SFX 60 COLOR WALLS CYCLE
202 6 2 2 0 0 0 -1 1 873 0
# SFX 61 COLOR WALLS CYCLE
203 6 2 2 0 0 0 -1 1 874 0
# SFX 62 COLOR WALLS CYCLE
204 6 2 2 0 0 0 -1 1 869 0
# SFX 63 COLOR WALLS CYCLE
205 6 2 2 0 0 0 -1 1 870 0
# SFX 64 COLOR WALLS CYCLE
206 6 2 2 0 0 0 -1 1 871 0
# SFX 65 COLOR WALLS CYCLE
207 6 2 2 0 0 0 -1 1 872 0
# SFX 66 COLOR WALLS CYCLE
208 6 2 2 0 0 0 -1 1 873 0
# SFX 67 COLOR WALLS CYCLE
209 6 2 2 0 0 0 -1 1 874 0
# SFX 68 Fish jump
-1 4 3 2 16 0 0 -1 1 780 0
# SFX 69 Sonic spin ball (2)
136 3 2 66 72 0 0 137 1 898 120
# SFX 70 Sonic run (3)
137 3 2 322 64 0 0 138 5 -1 120
# SFX 71 Sonic spin ball (4)
138 3 2 66 72 0 0 135 1 898 120
# SFX 72 exit sign flashing
150 3 5 2 0 0 0 -1 1 272 0
# BLOCK CYC TCK FLAGS M_X M_Y INC_BLOCK BASE_BLOCK INC_WALL BASE_WALL TIMELIM