; 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=Heretic ;IWAD=doom2x.wad IWAD=xheretic.wad NewMap=E1M1 Directory=d:\Vavoom Run=vavoom.exe -heretic -progs progs/heretic/ -file $_Wadfile +map E1M1 ;Run=vavoom.exe -heretic -file $_Wadfile ; Defines parameters of the default sector motif created when no motif ; file can be located at startup. [Default.Sector] Above=GRSTNPB Main=GRSTNPB Below=GRSTNPB Ceiling=FLOOR03 Floor=FLOOR03 CeilingHeight=128 FloorHeight=0 Lighting=128 ; Defines parameters of the default door motif created when no motif ; file can be located at startup. [Default.Door] Base=FLOOR10 Door=DOORSTON Track=METL2 Type=12 ; Defines parameters of the default stair motif created when no motif ; file can be located at startup. [Default.Stair] FloorRunner=GRSTNPB CeilingRunner=GRSTNPB Stairwell=GRSTNPB 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 0x0001 255 0 0 Enemy 0x003 0x0000 255 255 0 Key 0x004 0x0000 0 192 0 Armor 0x005 0x0000 128 128 0 Weapon 0x006 0x0000 128 128 000 Ammo 0x007 0x0000 0 255 255 Powerup 0x008 0x0000 192 192 192 Scenery 0x009 0x0000 96 96 96 Sounds 0x00a 0x0001 255 0 255 Teleport 0x00b 0x0000 0 0 255 Healing 0x00c 0x0000 192 0 0 Hazard 0x00d 0x0001 255 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 2 40 impxa1 Gargoyle leader 0x006 2 64 heada1 Ironlich 0x007 2 40 srcra1 D'Sparil 0x008 6 20 bagha0 Bag of holding 0x009 2 80 mntrv1 Maulotaur 0x00a 6 20 amg1a0 Wand crystal (10) 0x00b 1 32 playf1 Deathmatch 0x00c 6 20 amg2a0 Wand crystal (50) 0x00d 6 20 amm1a0 Mace spheres (20) 0x00e 10 20 teleg0 Destination 0x00f 2 40 wzrda1 Disciple of D'Sparil 0x010 6 20 amm2a0 Mace spheres (100) 0x011 8 20 skh1a0 Skull hang (70) 0x012 6 20 amc1a0 Crossbow bolts (5) 0x013 6 20 amc2a0 Crossbow quiver (20) 0x014 6 20 ams1a0 Hellstaff lesser runes (20) 0x015 6 20 ams2a0 Hellstaff greater runes (100) 0x016 6 20 amp1a0 Phoenix orb (1) 0x017 6 20 amp2a0 Phoenix orb (10) 0x018 8 20 skh2a0 Skull hang (60) 0x019 8 20 skh3a0 Skull hang (45) 0x01a 8 20 skh4a0 Skull hang (35) 0x01b 8 20 srtca0 Serpent torch 0x01c 8 20 chdlb0 Chandelier 0x01d 8 20 smpla0 Small pillar 0x01e 7 20 eggca0 Morph ovum 0x01f 4 20 shd2a0 Enchanted shield 0x020 7 20 artisphl Mystic urn 0x021 7 20 artitrch Torch 0x022 7 20 artifbmb Time bomb of the ancients 0x023 7 20 spmpa0 Map scroll 0x024 7 20 artiatlp Chaos device 0x025 8 20 stgsa0 Stalagmite (small) 0x026 8 20 stgla0 Stalagmite (large) 0x027 8 20 stcsa0 Stalactite (small) 0x028 8 20 stcla0 Stalactite (large) 0x029 9 20 telea0 Waterfall (continuous) 0x02a 9 20 telea0 Wind (continuous) 0x02b 12 20 ppodk0 Pod spawner 0x02c 12 20 barla0 Barrel 0x02d 2 40 mummy1 Nitrogolem 0x02e 2 40 mummy5 Nitrogolem ghost 0x02f 8 20 brpla0 Brown pillar 0x030 8 20 mos1a0 Moss (three) 0x031 8 20 mos2a0 Moss (one) 0x032 8 20 wtrhc0 Wall torch 0x033 8 20 hcora0 Hanging corpse 0x034 8 20 tgltg0 Blue glitter 0x035 5 20 wblsa0 Dragon claw 0x036 6 20 amb1a0 Energy orb (10) 0x037 6 20 amb2a0 Energy orb (25) 0x038 2 20 sor2i0 D'Sparil teleport spot 0x040 2 32 kniga1 Undead warrior 0x041 2 32 kniga5 Undead warrior ghost 0x042 2 40 impxb1 Gargoyle 0x044 2 40 mumme1 Golem 0x045 2 40 mumme5 Golem ghost 0x046 2 50 beasa1 Weredragon 0x049 3 20 akyya0 Green key 0x04a 8 20 tgltb0 Red glitter 0x04b 7 20 artiinvs Invisibility 0x04c 8 20 kfr1a0 Fire brazier 0x04f 3 20 bkyya0 Blue key 0x050 3 20 ckyya0 Yellow key 0x051 11 20 ptn1a0 Crystal vial (10) 0x052 11 20 artiptn2 Quartz flask (25) 0x053 7 20 artisoar Wings of wrath 0x054 7 20 artiinvu Ring of invulnerability 0x055 4 20 shlda0 Silver shield 0x056 7 20 artipwbk Tome of power 0x057 8 20 vlcoe0 Volcano 0x05a 2 20 clnka1 Sabreclaw 0x05c 2 40 snkea1 Ophidian 0x05e 8 20 kgzba0 Blue orb 0x05f 8 20 kgzga0 Green orb 0x060 8 20 kgzya0 Yellow orb 0x4b0 9 20 telea0 Scream 0x4b1 9 20 telea0 Squish 0x4b2 9 20 telea0 Water drops 0x4b3 9 20 telea0 Slow footsteps 0x4b4 9 20 telea0 Heartbeat 0x4b5 9 20 telea0 Bells 0x4b6 9 20 telea0 Growl 0x4b7 9 20 telea0 Magic 0x4b8 9 20 telea0 Laughter 0x4b9 9 20 telea0 Running footsteps 0x578 9 20 telea0 Sector sound sequence 0 0x579 9 20 telea0 Sector sound sequence 1 0x57a 9 20 telea0 Sector sound sequence 2 0x57b 9 20 telea0 Sector sound sequence 3 0x57c 9 20 telea0 Sector sound sequence 4 0x57d 9 20 telea0 Sector sound sequence 5 0x57e 9 20 telea0 Sector sound sequence 6 0x57f 9 20 telea0 Sector sound sequence 7 0x580 9 20 telea0 Sector sound sequence 8 0x581 9 20 telea0 Sector sound sequence 9 0x582 9 20 telea0 Sector sound sequence 10 0x5dc 13 20 puf2a0 Floor slope 0x5dd 13 20 puf2a0 Ceiling slope 0x5de 13 20 puf2a0 Static light *( radius, -, -, -, - ) 0x5df 13 20 puf2a0 Static colored light *( radius, r, g, b, - ) 0x5e0 13 20 puf2a0 Vertex floor height 0x5e1 13 20 puf2a0 Vertex ceiling height 0x7d1 5 20 wbowa0 Crossbow 0x7d2 5 20 wmcea0 Mace 0x7d3 5 20 wphxa0 Phoenix rod 0x7d4 5 20 wskla0 Hellstaff 0x7d5 5 20 wgnta0 Gauntlets 0x7f3 12 20 ppoda0 Pod 0xbb8 13 20 telea0 Polyobject anchor 0xbb9 13 20 telea0 Start spot 0xbba 13 20 telea0 Start spot w/crush 0x2454 13 20 telea0 Polyobject anchor 0x2455 13 20 telea0 Start spot 0x2456 13 20 telea0 Start spot w/crush 0x36f2 9 20 telea0 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 Elevator ; 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