; Defines general parameters of the game for which wadfiles are intended. ; ; Name textual name for internal use ; IWAD standard 8.3 base name and extension of main wadfile ; NewMap default name for new map -- dictates format for all maps ; Directory directory in which main wadfile (and game files) reside ; Run command to execute (from the directory) for running a map [WadGame] Name=DOOM IWAD=Doom.wad NewMap=E1M1 Directory=d:\Vavoom Run=doom.exe -file $_Wadfile -warp $_Wadmap ; Defines parameters of the default sector motif created when no motif ; file can be located at startup. [Default.Sector] Above=STARTAN2 Main=STARTAN2 Below=STARTAN2 Ceiling=CEIL3_5 Floor=FLOOR4_8 CeilingHeight=128 FloorHeight=0 Lighting=160 ; Defines parameters of the default door motif created when no motif ; file can be located at startup. [Default.Door] Base=FLAT1 Door=BIGDOOR2 Track=DOORTRAK Type=12 ; Defines parameters of the default stair motif created when no motif ; file can be located at startup. [Default.Stair] FloorRunner=STEP1 CeilingRunner=STEP1 Stairwell=METAL FloorInc=8 CeilingInc=0 LightingInc=0 ; ID used to classify things ; Flags supplies some additional information: ; 0x0001 - indicate thing facing angle ; Red red value for drawing things of said class ; Green green value for drawing things of said class ; Blue blue value for drawing things of said class ; Name textual description of class [Things.Classes] 0x001 0x0001 255 255 255 Start 0x002 0x0000 128 128 0 Weapon 0x003 0x0001 255 0 0 Enemy 0x004 0x0000 128 128 0 Ammo 0x005 0x0000 0 255 255 Powerup 0x006 0x0000 255 255 0 Key 0x007 0x0000 192 192 192 Scenery 0x008 0x0001 255 0 255 Teleport 0x009 0x0000 192 0 0 Hazard 0x00a 0x0000 0 192 0 Armor 0x00b 0x0000 0 0 255 Healing 0x00d 0x0000 0 0 255 Special ; ID used to uniquely identify things in a map ; Class classification (defined above) ; Size approximate thing size (in map units) ; Sprite name of the sprite to use for display purposes ; Name textual description of thing [Things.Types] 0x001 1 32 playa1 Player 1 *( number, -, -, -, - ) 0x002 1 32 playa1 Player 2 *( number, -, -, -, - ) 0x003 1 32 playa1 Player 3 *( number, -, -, -, - ) 0x004 1 32 playa1 Player 4 *( number, -, -, -, - ) 0x005 6 20 bkeya0 Blue card 0x006 6 20 ykeya0 Yellow card 0x007 3 256 spida1d1 Spider demon 0x008 4 20 bpaka0 Backpack 0x009 3 40 sposa1 Former sergeant 0x00a 7 20 sposu0 Body of sergeant (shredded) 0x00b 1 32 playf1 Deathmatch 0x00c 7 20 troou0 Body of imp (shredded) 0x00d 6 20 rkeya0 Red card 0x00e 8 20 bfe2b0 Destination 0x00f 7 20 playm0 Body of player 0x010 3 80 cybra1 Cyberdemon 0x011 4 20 celpa0 Bulk cell (100) 0x012 7 20 possl0 Body of former human 0x013 7 20 sposl0 Body of former sergeant 0x014 7 20 troom0 Body of imp 0x015 7 20 sargn0 Body of demon 0x016 7 20 headl0 Body of cacodemon 0x018 7 20 pol5a0 Body of lost soul (blood) 0x019 7 20 pol6a0 Pole w/dead player 0x01a 7 20 pol6a0 Pole w/dying player 0x01b 7 20 treda0 Pole w/head 0x01c 7 20 pol2a0 Pole w/heads 0x01d 7 20 pol3a0 Skulls and candles 0x01e 7 20 col1a0 Column (tall/green) 0x01f 7 20 col2a0 Column (short/green) 0x020 7 20 col3a0 Column (tall/red) 0x021 7 20 col4a0 Column (short/red) 0x022 7 20 canda0 Candle 0x023 7 20 cbraa0 Candelabra 0x024 7 20 col5a0 Column w/heart 0x025 7 20 col6a0 Column w/skull 0x026 6 20 rskua0 Red skull 0x027 6 20 yskua0 Yellow skull 0x028 6 20 bskua0 Blue skull 0x029 7 20 ceyea0 Eye 0x02a 7 20 fskua0 Floating skull 0x02b 7 20 tre1a0 Tree (short) 0x02c 7 20 tblua0 Torch (tall/blue) 0x02d 7 20 tgrna0 Torch (tall/green) 0x02e 7 20 treda0 Torch (tall/red) 0x02f 7 20 smita0 Tree (thorny) 0x030 7 20 eleca0 Column (electric) 0x031 7 20 gor1a0 Chain w/dying player hung by neck (block player) 0x032 7 20 gor2a0 Chain w/player hung by ankles (block player) 0x033 7 20 gor3a0 Chain w/one legged player hung by ankle (block player) 0x034 7 20 gor4a0 Chain w/half player torso and legs (block player) 0x035 7 20 gor5a0 Chain w/player leg (block player) 0x036 7 20 tre2a0 Tree (large) 0x037 7 20 smbta0 Torch (short/blue) 0x038 7 20 smgta0 Torch (short/green) 0x039 7 20 smrta0 Torch (short/red) 0x03a 3 60 sarga5 Spectre 0x03b 7 20 gor2a0 Chain w/player hung by ankles (no block) 0x03c 7 20 gor4a0 Chain w/half player torso and legs (no block) 0x03d 7 20 gor3a0 Chain w/one legged player hung by ankle (no block) 0x03e 7 20 gor5a0 Chain w/half player torso and one leg (no block) 0x03f 7 20 gor1a0 Chain w/dying player hung by neck (no block) 0x578 9 20 ifogd0 Sector sound sequence 0 0x579 9 20 ifogd0 Sector sound sequence 1 0x57a 9 20 ifogd0 Sector sound sequence 2 0x57b 9 20 ifogd0 Sector sound sequence 3 0x57c 9 20 ifogd0 Sector sound sequence 4 0x57d 9 20 ifogd0 Sector sound sequence 5 0x57e 9 20 ifogd0 Sector sound sequence 6 0x57f 9 20 ifogd0 Sector sound sequence 7 0x580 9 20 ifogd0 Sector sound sequence 8 0x581 9 20 ifogd0 Sector sound sequence 9 0x582 9 20 ifogd0 Sector sound sequence 10 0x5dc 13 20 ifogd0 Floor slope 0x5dd 13 20 ifogd0 Ceiling slope 0x5de 13 20 ifogd0 Static light *( radius, -, -, -, - ) 0x5df 13 20 ifogd0 Static colored light *( radius, r, g, b, - ) 0x5e0 13 20 ifogd0 Vertex floor height 0x5e1 13 20 ifogd0 Vertex ceiling height 0x7d1 2 20 shota0 Shotgun 0x7d2 2 20 mguna0 Chaingun 0x7d3 2 20 launa0 Rocket launcher 0x7d4 2 20 plasa0 Plasma rifle 0x7d5 2 20 csawa0 Chainsaw 0x7d6 2 20 bfuga0 BFG 9000 0x7d7 4 20 clipa0 Ammo clip (4) 0x7d8 4 20 shela0 Shotgun shells (4) 0x7da 4 20 rocka0 Rocket 0x7db 11 20 stima0 Stimpak (10) 0x7dc 11 20 media0 Medipak (25) 0x7dd 5 20 soula0 Soul sphere 0x7de 11 20 bon1a0 Potion (1) 0x7df 10 20 bon2a0 Helmet (1) 0x7e2 10 20 arm1a0 Green (100) 0x7e3 10 20 arm2a0 Blue (200) 0x7e6 5 20 pinva0 Invunerability 0x7e7 5 20 pstra0 Berserk 0x7e8 5 20 pinsa0 Invisibility 0x7e9 5 20 suita0 Radiation suit 0x7ea 5 20 pmapa0 Computer map 0x7ec 7 20 colua0 Electric lamp 0x7f3 9 20 bar1a0 Barrel 0x7fd 5 20 pvisa0 Light amplification goggles 0x7fe 4 20 broka0 Box of rockets (8) 0x7ff 4 20 cella0 Energy cell (20) 0x800 4 20 ammoa0 Box of bullets (50) 0x801 4 20 sboxa0 Box of shells (24) 0xbb9 3 40 trooa1 Imp 0xbba 3 60 sarga1 Demon 0xbbb 3 48 bossa1 Baron of hell 0xbbc 3 40 possa1 Former human 0xbbd 3 62 heada1 Cacodemon 0xbbe 3 32 skula1 Lost soul 0x2454 13 20 ifoga0 Polyobject anchor 0x2455 13 20 ifoga0 Start spot 0x2456 13 20 ifoga0 Start spot w/crush 0x36f2 9 20 ifogd0 Sound sequence *( number, mode, -, -, - ) ; ID used to classify linedefs ; Name textual description of class ; ; Note: When converting a sector to a door, the linedef types ; available are those in class number two. [Specials.Classes] 0x001 Special 0x002 Door 0x003 Ceiling 0x004 Lift 0x005 Floor 0x006 Pillar 0x007 Stairs 0x008 ACS 0x009 Scroll 0x00a Thing 0x00b Teleport 0x00c Lighting 0x00d Polyobject 0x00e Exit 0x00f Floor and ceiling ; ID ; class ; description [Specials.Types] ; Special 0x021 1 ForceField( -, -, -, -, - ) 0x022 1 ClearForceField( tag, -, -, -, - ) 0x078 1 Earthquake( intensity, duration, damrad, tremrad, tag ) 0x079 1 Line_SetIdentification( line, -, -, -, - ) 0x081 1 UsePuzzleItem( item, script, sArg0, sArg1, sArg2 ) 0x08c 1 Sector_ChangeSound( tag, sound, -, -, - ) 0x0a0 1 3d floor( tag, -, -, -, - ) 0x0a1 1 Contents( type, trans, flags, -, - ) 0x0ad 1 NoiseAlert( source, target, -, -, - ) 0x0b5 1 Plane_Align( floor, ceiling, line_id, -, - ) 0x0d0 1 TranslucentLine( line, amount, -, -, - ) 0x0d1 1 Transfer_Heights( tag, flags, -, -, - ) 0x0d2 1 Transfer_FloorLight( tag, -, -, -, - ) 0x0d3 1 Transfer_CeilingLight( tag, -, -, -, - ) 0x0d5 1 Sector_SetFade( tag, red, green, blue, - ) 0x0d6 1 Sector_SetDamage( tag, damage, mod, -, - ) 0x0d8 1 Sector_SetGravity( tag, int, frac, -, - ) 0x0dc 1 Sector_SetWind( tag, strength, angle, line_vector, - ) 0x0db 1 Sector_SetFriction( tag, amount, -, -, - ) 0x0de 1 Sector_SetCurrent( tag, strength, angle, line_vector, - ) 0x0de 1 PointPush_SetForce( tag, tid, strength, line_vector, - ) ; Door 0x00a 2 Door_Close( tag, speed, light_tag, -, - ) 0x00b 2 Door_Open( tag, speed, light_tag, -, - ) 0x00c 2 Door_Raise( tag, speed, delay, light_tag, - ) 0x00d 2 Door_LockedRaise( tag, speed, delay, lock, light_tag ) 0x0f9 2 Door_CloseWaitOpen( tag, speed, delay, light_tag, - ) 0x0ca 2 Generic_Door( tag, speed, kind, delay, lock ) ; Ceiling 0x026 3 Ceiling_Waggle( tag, height, freq, offset, duration ) 0x028 3 Ceiling_LowerByValue( tag, speed, height, -, - ) 0x029 3 Ceiling_RaiseByValue( tag, speed, height, -, - ) 0x02a 3 Ceiling_CrushAndRaise( tag, speed, crush, -, - ) 0x02b 3 Ceiling_LowerAndCrush( tag, speed, crush, -, - ) 0x02c 3 Ceiling_CrushStop( tag, -, -, -, - ) 0x02d 3 Ceiling_CrushRaiseAndStay( tag, speed, crush, -, - ) 0x045 3 Ceiling_MoveToValueTimes8( tag, speed, height, negative, - ) 0x0c0 3 Ceiling_LowerToHighestFloor( tag, speed, -, -, - ) 0x0c1 3 Ceiling_LowerInstant( tag, -, height, -, - ) 0x0c2 3 Ceiling_RaiseInstant( tag, -, height, -, - ) 0x0c3 3 Ceiling_CrushRaiseAndStayA( tag, dnspeed, upspeed, damage, - ) 0x0c4 3 Ceiling_CrushAndRaiseA( tag, dnspeed, upspeed, damage, - ) 0x0c5 3 Ceiling_CrushAndRaiseSilentA( tag, dnspeed, upspeed, damage, - ) 0x0c6 3 Ceiling_RaiseByValueTimes8( tag, speed, height, -, - ) 0x0c7 3 Ceiling_LowerByValueTimes8( tag, speed, height, -, - ) 0x0c9 3 Generic_Ceiling( tag, speed, height, target, chg/mdl/dir/crsh ) 0x0cd 3 Generic_Crusher( tag, dnspeed, upspeed, silent, damage ) 0x0fc 3 Ceiling_RaiseToNearest( tag, speed, -, -, - ) 0x0fd 3 Ceiling_LowerToLowest( tag, speed, -, -, - ) 0x0fe 3 Ceiling_LowerToFloor( tag, speed, -, -, - ) 0x0ff 3 Ceiling_CrushRaiseAndStaySilentA( tag, dnspeed, upspeed, damage, - ) ; Lift 0x03c 4 Plat_PerpetualRaise( tag, speed, delay, -, - ) 0x03d 4 Plat_Stop( tag, -, -, -, - ) 0x03e 4 Plat_DownWaitUpStay( tag, speed, delay, -, - ) 0x03f 4 Plat_DownByValue( tag, speed, delay, height, - ) 0x040 4 Plat_UpWaitDownStay( tag, speed, delay, -, - ) 0x041 4 Plat_UpByValue( tag, speed, delay, height, - ) 0x0ac 4 Plat_UpNearestWaitDownStay( tag, speed, delay, -, - ) 0x0cb 4 Generic_Lift( tag, speed, delay, target, height ) 0x0ce 4 Plat_DownWaitUpStayLip( tag, speed, delay, lip, floor_sound ) 0x0cf 4 Plat_PerpetualRaiseLip( tag, speed, delay, lip, - ) 0x0e4 4 Plat_RaiseAndStayTx0( tag, speed, -, -, - ) 0x0e6 4 Plat_UpByValueStayTx( tag, speed, height, -, - ) 0x0e7 4 Plat_ToggleCeiling( tag, -, -, -, - ) ; Floor 0x014 5 Floor_LowerByValue( tag, speed, height, -, - ) 0x015 5 Floor_LowerToLowest( tag, speed, -, -, - ) 0x016 5 Floor_LowerToNearest( tag, speed, -, -, - ) 0x017 5 Floor_RaiseByValue( tag, speed, height, -, - ) 0x018 5 Floor_RaiseToHighest( tag, speed, -, -, - ) 0x019 5 Floor_RaiseToNearest( tag, speed, -, -, - ) 0x01c 5 Floor_RaiseAndCrush( tag, speed, crush, -, - ) 0x023 5 Floor_RaiseByValueTimes8( tag, speed, height, -, - ) 0x024 5 Floor_LowerByValueTimes8( tag, speed, height, -, - ) 0x02e 5 Floor_CrushStop( tag, -, -, -, - ) 0x042 5 Floor_LowerInstant( tag, -, height, -, - ) 0x043 5 Floor_RaiseInstant( tag, -, height, -, - ) 0x044 5 Floor_MoveToValueTimes8( tag, speed, height, negative, - ) 0x08a 5 Floor_Waggle( tag, height, freq, offset, duration ) 0x0c8 5 Generic_Floor( tag, speed, height, target, chg/mdl/dir/crsh ) 0x0ee 5 Floor_RaiseToLowestCeiling( tag, speed, -, -, - ) 0x0ef 5 Floor_RaiseByValueTxTy( tag, speed, height, -, - ) 0x0f0 5 Floor_RaiseByTexture( tag, speed, -, -, - ) 0x0f1 5 Floor_LowerToLowestTxTy( tag, speed, -, -, - ) 0x0f2 5 Floor_LowerToHighest( tag, speed, adjust, -, - ) 0x0fa 5 Floor_Donut( tag, pillarspeed, slimespeed, -, - ) 0x0eb 5 Floor_TransferTrigger( tag, -, -, -, - ) 0x0ec 5 Floor_TransferNumeric( tag, -, -, -, - ) ; Pillar 0x01d 6 Pillar_Build( tag, speed, height, -, - ) 0x01e 6 Pillar_Open( tag, speed, f_height, c_height, - ) 0x05e 6 Pillar_BuildAndCrush( tag, speed, height, crush, - ) ; Stair 0x01a 7 Stairs_BuildDown( tag, speed, height, delay, reset ) 0x01b 7 Stairs_BuildUp( tag, speed, height, delay, reset ) 0x01f 7 Stairs_BuildDownSync( tag, speed, height, reset, - ) 0x020 7 Stairs_BuildUpSync( tag, speed, height, reset, - ) 0x0cc 7 Generic_Stairs (tag, speed, step, dir/idntext, reset ) 0x0d9 7 Stairs_BuildUpDoom( tag, speed, height, delay, reset ) ; ACS 0x050 8 ACS_Execute( script, map, sArg0, sArg1, sArg2 ) 0x051 8 ACS_Suspend( script, map, -, -, - ) 0x052 8 ACS_Terminate( script, map, -, -, - ) 0x053 8 ACS_LockedExecute( script, map, sArg0, sArg1, lock ) 0x054 8 ACS_ExecuteWithResult( script, map, sArg0, sArg1, sArg2 ) 0x0e2 8 ACS_ExecuteAlways( script, map, sArg0, sArg1, sArg2 ) ; Scroll 0x064 9 Scroll_Texture_Left( speed, -, -, -, - ) 0x065 9 Scroll_Texture_Right( speed, -, -, -, - ) 0x066 9 Scroll_Texture_Up( speed, -, -, -, - ) 0x067 9 Scroll_Texture_Down( speed, -, -, -, - ) 0x0dd 9 Scroll_Texture_Both( tag, leftSpd, rightSpd, upSpd, downSpd ) 0x0de 9 Scroll_Texture_Model( tag, bits, -, -, - ) 0x0df 9 Scroll_Floor( tag, bits, method, xspeed, yspeed ) 0x0e0 9 Scroll_Ceiling( tag, bits, method, xspeed, yspeed ) 0x0e1 9 Scroll_Texture_Offsets( -, -, -, -, - ) ; Thing 0x048 10 ThrustThing( angle, distance, -, -, - ) 0x049 10 DamageThing( damage, -, -, -, - ) 0x082 10 Thing_Activate( tag, -, -, -, - ) 0x083 10 Thing_Deactivate( tag, -, -, -, - ) 0x084 10 Thing_Remove( tag, -, -, -, - ) 0x085 10 Thing_Destroy( tag, -, -, -, - ) 0x086 10 Thing_Projectile( tag, type, angle, speed, vspeed ) 0x087 10 Thing_Spawn( tag, spawntype, angle, -, - ) 0x088 10 Thing_ProjectileGravity( tag, type, angle, speed, vspeed ) 0x089 10 Thing_SpawnNoFog( tag, spawntype, angle, -, - ) ;0x0e5 10 Thing_SetGoal( tag, goal, delay, -, - ) ;0x0f8 10 HealThing( amount, -, -, -, - ) ; Teleport 0x027 11 Teleport_ZombieChanger( tag, sector_tag, no_src_fog, -, - ) 0x046 11 Teleport( tag, sector_tag, no_src_fog, -, - ) 0x047 11 Teleport_NoFog( tag, use_angle, sector_tag, -, - ) 0x04a 11 Teleport_NewMap( map, position, save_angle, -, - ) 0x04b 11 Teleport_EndGame( -, -, -, -, - ) 0x04c 11 TeleportOther( other_tid, dest_tid, fog, -, - ) 0x04d 11 TeleportGroup( group_tid, source_tid, dest_tid, moveSource, fog ) 0x04e 11 TeleportInSector( tag, source_tid, dest_tid, fog, group_tid ) 0x0d7 11 Teleport_Line( thisline, destline, reverse, -, - ) ; Lighting 0x06d 12 Light_ForceLightning( tag, -, -, -, - ) 0x06e 12 Light_RaiseByValue( tag, value, -, -, - ) 0x06f 12 Light_LowerByValue( tag, value, -, -, - ) 0x070 12 Light_ChangeToValue( tag, value, -, -, - ) 0x071 12 Light_Fade( tag, value, tics, -, - ) 0x072 12 Light_Glow( tag, upper, lower, tics, - ) 0x073 12 Light_Flicker( tag, upper, lower, -, - ) 0x074 12 Light_Strobe( tag, upper, lower, u-tics, l-tics ) 0x075 12 Light_Stop( tag, -, -, -, -, ) 0x0e8 12 Light_StrobeDoom( tag, u-tics, l-tics, sync, - ) 0x0e9 12 Light_MinNeighbor( tag, -, -, -, - ) 0x0ea 12 Light_MaxNeighbor( tag, -, -, -, - ) ; Polyobject 0x001 13 Polyobj_StartLine( po, mirror, sound, -, - ) 0x002 13 Polyobj_RotateLeft( po, speed, angle, -, - ) 0x003 13 Polyobj_RotateRight( po, speed, angle, -, - ) 0x004 13 Polyobj_Move( po, speed, angle, distance, - ) 0x005 13 Polyobj_ExplicitLine( po, order, mirror, sound, - ) 0x006 13 Polyobj_MoveTimes8( po, speed, angle, distance, - ) 0x007 13 Polyobj_DoorSwing( po, speed, angle, delay, - ) 0x008 13 Polyobj_DoorSlide( po, speed, angle, distance, delay ) 0x05a 13 Polyobj_OR_RotateLeft( po, speed, angle, -, - ) 0x05b 13 Polyobj_OR_RotateRight( po, speed, angle, -, - ) 0x05c 13 Polyobj_OR_Move( po, speed, angle, distance, - ) 0x05d 13 Polyobj_OR_MoveTimes8( po, speed, angle, distance, - ) ; Exit 0x0f3 14 Exit_Normal( position, -, -, -, - ) 0x0f4 14 Exit_Secret( position, -, -, -, - ) ; Floor and ceiling 0x05f 15 FloorAndCeiling_LowerByValue( tag, speed, height, -, - ) 0x060 15 FloorAndCeiling_RaiseByValue( tag, speed, height, -, - ) 0x0f5 15 Elevator_RaiseToNearest( tag, speed, -, -, - ) 0x0f6 15 Elevator_MoveToFloor( tag, speed, -, -, - ) 0x0f7 15 Elevator_LowerToNearest( tag, speed, -, -, - ) 0x0fb 15 FloorAndCeiling_LowerRaise( tag, fspeed, cspeed, -, - ) [Sectors.Types] 0x0001 Phased light (manual) 0x0002 Phased light sequence start 0x0003 Phased light sequence 1 0x0004 Phased light sequence 2 0x001a Stairs 1 0x001b Stairs 2 0x0028 Wind east (weak) 0x0029 Wind east (normal) 0x002a Wind east (strong) 0x002b Wind north (weak) 0x002c Wind north (normal) 0x002d Wind north (strong) 0x002e Wind south (weak) 0x002f Wind south (normal) 0x0030 Wind south (strong) 0x0031 Wind west (weak) 0x0032 Wind west (normal) 0x0033 Wind west (strong) 0x0041 Blink (random) 0x0042 Blink (1/2 second) 0x0043 Blink (1 second) 0x0044 -10/20% health, blink (1/2 second) 0x0045 -5/10% health 0x0046 -2/4% health 0x0047 -2/5% health 0x0048 Light oscillates 0x004a Ceiling drops (after 30 seconds) 0x004b -10/20% health, end level/game 0x004c Blink (1 second sync.) 0x004d Blink (1/2 second sync.) 0x004e Ceiling rises (after 300 seconds) 0x004f Reduced floor friction 0x0050 -10/20% health 0x0051 Light flickers randomly 0x0052 -5/10% health, lava 0x0053 -10/20% health, lava 0x0054 -10/20% health, lava, scroll east 0x0069 Hazardous area 0x0073 Instant death 0x0074 Double hazardous area 0x0076 Scroll to current orientation 0x00c7 Outdoor lightning 0x00c7 Indoor lightning (bright) 0x00c6 Indoor lightning (dim) 0x00c8 Use second sky image 0x00c9 Scroll north (slow) 0x00ca Scroll north (normal) 0x00cb Scroll north (fast) 0x00cc Scroll east (slow) 0x00cd Scroll east (normal) 0x00ce Scroll east (fast) 0x00cf Scroll south (slow) 0x00d0 Scroll south (normal) 0x00d1 Scroll south (fast) 0x00d2 Scroll west (slow) 0x00d3 Scroll west (normal) 0x00d4 Scroll west (fast) 0x00d5 Scroll northwest (slow) 0x00d6 Scroll northwest (normal) 0x00d7 Scroll northwest (fast) 0x00d8 Scroll northeast (slow) 0x00d9 Scroll northeast (normal) 0x00da Scroll northeast (fast) 0x00db Scroll southeast (slow) 0x00dc Scroll southeast (normal) 0x00dd Scroll southeast (fast) 0x00de Scroll southwest (slow) 0x00df Scroll southwest (normal) 0x00e0 Scroll southwest (fast) 0x00e1 Scroll east (very slow) 0x00e2 Scroll east (slow) 0x00e3 Scroll east (normal) 0x00e4 Scroll east (fast) 0x00e5 Scroll east (very fast) 0x00e6 Scroll north (very slow) 0x00e7 Scroll north (slow) 0x00e8 Scroll north (normal) 0x00e9 Scroll north (fast) 0x00ea Scroll north (very fast) 0x00eb Scroll south (very slow) 0x00ec Scroll south (slow) 0x00ed Scroll south (normal) 0x00ee Scroll south (fast) 0x00ef Scroll south (very fast) 0x00f0 Scroll west (very slow) 0x00f1 Scroll west (slow) 0x00f2 Scroll west (normal) 0x00f3 Scroll west (fast) 0x00f4 Scroll west (very fast) 0x0400 Secret