-# NetHack 3.6 symbols $NHDT-Date: 1570919632 2019/10/12 22:33:52 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.17 $
+# NetHack 3.6 symbols $NHDT-Date: 1571313649 2019/10/17 12:00:49 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.19 $
# Copyright (c) 2006 by Michael Allison
# NetHack may be freely redistributed. See license for details.
#
# of ordinary printable characters in the lowercase letter range.
# NetHack encodes the request to use the alternate font here by
# having the high bit set (in hexadecimal, \x80 is combined with
-# a character code between \x60 and \x7f).
+# a character code between \x5f and \x7e) (not 0x60 to 0x7f as was
+# previously claimed).
#
# curses is an approximation of IBMgraphics which relies on DEC
-# mode of operation, with a few characters missing. It is based
-# on an old graphics mode for the Curses mode and is the default
-# on that windowport if no symset is specified.
+# mode of operation, with a few characters missing. It is based
+# on an old graphics mode for the Curses interface and is the default
+# on that windowport if no symset is specified. The Curses interface
+# can also use DECgraphics as-is; IBMgraphics probably won't work.
-start: DECgraphics
- Handling: DEC
- S_vwall: \xf8 # meta-x, vertical rule
- S_hwall: \xf1 # meta-q, horizontal rule
- S_tlcorn: \xec # meta-l, top left corner
- S_trcorn: \xeb # meta-k, top right corner
- S_blcorn: \xed # meta-m, bottom left
- S_brcorn: \xea # meta-j, bottom right
- S_crwall: \xee # meta-n, cross
- S_tuwall: \xf6 # meta-v, T up
- S_tdwall: \xf7 # meta-w, T down
- S_tlwall: \xf5 # meta-u, T left
- S_trwall: \xf4 # meta-t, T right
- S_ndoor: \xfe # meta-~, centered dot
- S_vodoor: \xe1 # meta-a, solid block
- S_hodoor: \xe1 # meta-a, solid block
- S_bars: \xfb # meta-{, small pi
- S_tree: \xe7 # meta-g, plus-or-minus
- S_room: \xfe # meta-~, centered dot
- S_upladder: \xf9 # meta-y, less-than-or-equals
- S_dnladder: \xfa # meta-z, greater-than-or-equals
- S_pool: \xe0 # meta-\, diamond
- S_ice: \xfe # meta-~, centered dot
- S_lava: \xe0 # meta-\, diamond
- S_vodbridge: \xfe # meta-~, centered dot
- S_hodbridge: \xfe # meta-~, centered dot
- S_water: \xe0 # meta-\, diamond
- S_vbeam: \xf8 # meta-x, vertical rule
- S_hbeam: \xf1 # meta-q, horizontal rule
- S_sw_tc: \xef # meta-o, high horizontal line
- S_sw_ml: \xf8 # meta-x, vertical rule
- S_sw_mr: \xf8 # meta-x, vertical rule
- S_sw_bc: \xf3 # meta-s, low horizontal line
- S_explode2: \xef # meta-o, high horizontal line
- S_explode4: \xf8 # meta-x, vertical rule
- S_explode6: \xf8 # meta-x, vertical rule
- S_explode8: \xf3 # meta-s, low horizontal line
-finish
-
-start: curses
- Handling: DEC
- S_vwall: \xf8 # meta-x, vertical rule
- S_hwall: \xf1 # meta-q, horizontal rule
- S_tlcorn: \xec # meta-l, top left corner
- S_trcorn: \xeb # meta-k, top right corner
- S_blcorn: \xed # meta-m, bottom left
- S_brcorn: \xea # meta-j, bottom right
- S_crwall: \xee # meta-n, cross
- S_tuwall: \xf6 # meta-v, T up
- S_tdwall: \xf7 # meta-w, T down
- S_tlwall: \xf5 # meta-u, T left
- S_trwall: \xf4 # meta-t, T right
- S_ndoor: \xfe # meta-z, centered dot
- S_tree: \xf1 # plus or minus symbol
- S_room: \xfe # meta-z, centered dot
- S_corr: \xe1 # meta-a, solid block
- S_litcorr: \xe1 # meta-a, solid block
- S_ice: \xfe # meta-z, centered dot
- S_vodbridge: \xfe # meta-z, centered dot
- S_hodbridge: \xfe # meta-z, centered dot
- S_vbeam: \xf8 # meta-3, vertical rule
- S_hbeam: \xf1 # meta-D, horizontal rule
- S_sw_ml: \xf8 # meta-3, vertical rule
- S_sw_mr: \xf8 # meta-3, vertical rule
- S_explode4: \xf8 # meta-3, vertical rule
- S_explode6: \xf8 # meta-3, vertical rule
-finish
-
-start: IBMgraphics
- Handling: IBM
- S_vwall: \xb3 # meta-3, vertical rule
- S_hwall: \xc4 # meta-D, horizontal rule
- S_tlcorn: \xda # meta-Z, top left corner
- S_trcorn: \xbf # meta-?, top right corner
- S_blcorn: \xc0 # meta-@, bottom left
- S_brcorn: \xd9 # meta-Y, bottom right
- S_crwall: \xc5 # meta-E, cross
- S_tuwall: \xc1 # meta-A, T up
- S_tdwall: \xc2 # meta-B, T down
- S_tlwall: \xb4 # meta-4, T left
- S_trwall: \xc3 # meta-C, T right
- S_ndoor: \xfa # meta-z, centered dot
- S_vodoor: \xfe # meta-~, small centered square
- S_hodoor: \xfe # meta-~, small centered square
- S_bars: \xf0 # equivalence symbol
- S_tree: \xf1 # plus or minus symbol
- S_room: \xfa # meta-z, centered dot
- S_corr: \xb0 # meta-0, light shading
- S_litcorr: \xb1 # meta-1, medium shading
- S_fountain: \xf4 # meta-t, integral top half
- S_pool: \xf7 # meta-w, approx. equals
- S_ice: \xfa # meta-z, centered dot
- S_lava: \xf7 # meta-w, approx. equals
- S_vodbridge: \xfa # meta-z, centered dot
- S_hodbridge: \xfa # meta-z, centered dot
- S_water: \xf7 # meta-w, approx. equals
- S_vbeam: \xb3 # meta-3, vertical rule
- S_hbeam: \xc4 # meta-D, horizontal rule
- S_sw_ml: \xb3 # meta-3, vertical rule
- S_sw_mr: \xb3 # meta-3, vertical rule
- S_explode4: \xb3 # meta-3, vertical rule
- S_explode6: \xb3 # meta-3, vertical rule
-finish
-
-start: IBMGraphics_1
- Handling: IBM
- S_vwall: \xb3 # meta-3, vertical rule
- S_hwall: \xc4 # meta-D, horizontal rule
- S_tlcorn: \xda # meta-Z, top left corner
- S_trcorn: \xbf # meta-?, top right corner
- S_blcorn: \xc0 # meta-@, bottom left
- S_brcorn: \xd9 # meta-Y, bottom right
- S_crwall: \xc5 # meta-E, cross
- S_tuwall: \xc1 # meta-A, T up
- S_tdwall: \xc2 # meta-B, T down
- S_tlwall: \xb4 # meta-4, T left
- S_trwall: \xc3 # meta-C, T right
- S_vbeam: \xb3 # meta-3, vertical rule
- S_hbeam: \xc4 # meta-D, horizontal rule
- S_sw_ml: \xb3 # meta-3, vertical rule
- S_sw_mr: \xb3 # meta-3, vertical rule
- S_explode4: \xb3 # meta-3, vertical rule
- S_explode6: \xb3 # meta-3, vertical rule
-finish
-
-start: IBMGraphics_2
- Handling: IBM
- S_vwall: \xb3 # meta-3, vertical rule
- S_hwall: \xc4 # meta-D, horizontal rule
- S_tlcorn: \xda # meta-Z, top left corner
- S_trcorn: \xbf # meta-?, top right corner
- S_blcorn: \xc0 # meta-@, bottom left
- S_brcorn: \xd9 # meta-Y, bottom right
- S_crwall: \xc5 # meta-E, cross
- S_tuwall: \xc1 # meta-A, T up
- S_tdwall: \xc2 # meta-B, T down
- S_tlwall: \xb4 # meta-4, T left
- S_trwall: \xc3 # meta-C, T right
- S_vodoor: \xfe # meta-~, small centered square
- S_hodoor: \xfe # meta-~, small centered square
- S_corr: \xb0 # meta-0, light shading
- S_litcorr: \xb1 # meta-1, medium shading
- S_vbeam: \xb3 # meta-3, vertical rule
- S_hbeam: \xc4 # meta-D, horizontal rule
- S_sw_ml: \xb3 # meta-3, vertical rule
- S_sw_mr: \xb3 # meta-3, vertical rule
- S_explode4: \xb3 # meta-3, vertical rule
- S_explode6: \xb3 # meta-3, vertical rule
-finish
-
-start: MACgraphics
- Handling: MAC
- S_vwall: \xba
- S_hwall: \xcd
- S_tlcorn: \xc9
- S_trcorn: \xbb
- S_blcorn: \xc8
- S_brcorn: \xbc
- S_crwall: \xce
- S_tuwall: \xca
- S_tdwall: \xcb
- S_tlwall: \xb9
- S_trwall: \xcc
- S_ndoor: \xb0
- S_vodoor: \xee
- S_hodoor: \xee
- S_vcdoor: \xef
- S_hcdoor: \xef
- S_bars: \xf0 # equivalency symbol
- S_tree: \xf1 # plus-or-minus
- S_corr: \xb0
- S_grave: \xef # same as open door
- S_pool: \xe0
-finish
-
-start: RogueIBM
- Handling: IBM
- Restrictions: rogue
- S_weapon: \x29
- S_amulet: \x2c
- S_food: \x3a
- S_potion: \xad
- S_scroll: \x3f
- S_book: \x2b
- S_wand: \xe7
- S_vwall: \xba # all walls now use
- S_hwall: \xcd # double line graphics
- S_tlcorn: \xc9
- S_trcorn: \xbb
- S_blcorn: \xc8
- S_brcorn: \xbc
- S_crwall: \xce
- S_tuwall: \xca
- S_tdwall: \xcb
- S_tlwall: \xb9
- S_trwall: \xcc
- S_ndoor: \xce
- S_vodoor: \xce
- S_hodoor: \xce
- S_room: \xfa # centered dot
- S_corr: \xb1
- S_litcorr: \xb2
- S_upstair: \xf0 # Greek Xi
- S_dnstair: \xf0
-finish
-
-start: RogueEpyx
- Description: Rogue level color symbol set like Epyx Rogue
- Restrictions: rogue
- Handling: IBM
- Color: Yes
- S_vwall: \xba # all walls now use
- S_hwall: \xcd # double line graphics
- S_tlcorn: \xc9
- S_trcorn: \xbb
- S_blcorn: \xc8
- S_brcorn: \xbc
- S_crwall: \xce
- S_tuwall: \xca
- S_tdwall: \xcb
- S_tlwall: \xb9
- S_trwall: \xcc
- S_ndoor: \xce
- S_vodoor: \xce
- S_hodoor: \xce
- S_room: \xfa # centered dot
- S_corr: \xb1
- S_litcorr: \xb2
- S_upstair: \xf0 # Greek Xi
- S_dnstair: \xf0
- S_arrow_trap: \x04 # diamond (cards)
- S_dart_trap: \x04
- S_falling_rock_trap: \x04
- S_squeaky_board: \x04
- S_bear_trap: \x04
- S_land_mine: \x04
- S_rolling_boulder_trap: \x04
- S_sleeping_gas_trap: \x04
- S_rust_trap: \x04
- S_fire_trap: \x04
- S_pit: \x04
- S_spiked_pit: \x04
- S_hole: \x04
- S_trap_door: \x04
- S_teleportation_trap: \x04
- S_level_teleporter: \x04
- S_magic_portal: \x04
- S_web: \x04
- S_statue_trap: \x04
- S_magic_trap: \x04
- S_anti_magic_trap: \x04
- S_polymorph_trap: \x04
- S_weapon: \x18 # up arrow
-# ^J S_armor: \x0a # Vert rect with o
- S_armor: \x5b # default: '['
-# ^I S_ring: \x09 # circle with arrow
- S_ring: \x3d # default: '='
- S_amulet: \x0c # "female" symbol
- S_tool: \x28 # default: '('
- S_food: \x05 # club (as in cards)
- S_potion: \xad # upside down '!'
- S_scroll: \x0e # musical note
- S_book: \x2b # default: '+'
- S_wand: \xe7 # greek tau
- S_coin: \x0f # yes it's the same as gems
- S_gem: \x0f # fancy '*'
- S_rock: \x60
- S_ball: \x30
- S_chain: \x5f
- S_venom: \x2e
- S_rock: \x60
- S_ball: \x30
- S_chain: \x5f
- S_venom: \x2e
- S_human: \x01
-finish
-
-start: RogueWindows
- Restrictions: rogue
- Handling: IBM
- S_weapon: \x29
- S_amulet: \x2c
- S_food: \x3a
- S_potion: \xad
- S_scroll: \x3f
- S_book: \x2b
- S_wand: \xe7
- S_vwall: \xba # all walls now use
- S_hwall: \xcd # double line graphics
- S_tlcorn: \xc9
- S_trcorn: \xbb
- S_blcorn: \xc8
- S_brcorn: \xbc
- S_crwall: \xce
- S_tuwall: \xca
- S_tdwall: \xcb
- S_tlwall: \xb9
- S_trwall: \xcc
- S_ndoor: \xce
- S_vodoor: \xce
- S_hodoor: \xce
- S_room: \xfa # centered dot
- S_corr: \xb1
- S_litcorr: \xb2
- S_upstair: \xf0 # Greek Xi
- S_dnstair: \xf0
-finish
+# plain looks decent for wall+corridor levels where there aren't a lot
+# of room corners and ones present tend to be spread out, but it looks
+# awful for wallified mazes
+start: plain
+ Description: same as default symbols, except '+' for corner walls
+ S_tlcorn: '+'
+ S_trcorn: '+'
+ S_blcorn: '+'
+ S_brcorn: '+'
+ S_crwall: '+'
+ S_tuwall: '+'
+ S_tdwall: '+'
+ S_tlwall: '+'
+ S_trwall: '+'
+finish #plain -- other symbols implicitly retain their default values
-# Recommended symset for blind players
+# Recommended symset for blind players
# courtesy Michael Feir
start: NHAccess
- Description: Recommended for blind players
+ Description: recommended for blind players
S_stone: \032
S_vwall: \124
S_hwall: \045
S_brcorn: \124
S_crwall: \045
S_tuwall: \045
- S_tdwall: \045
+ S_tdwall: \045
S_tlwall: \124
S_trwall: \124
S_ndoor: \046
S_tree: \035
S_room: \035
S_corr: \060
- S_litcorr: \062
+ S_litcorr: \062
S_upstair: \060
S_dnstair: \062
S_upladder: \095
S_grave: \126
S_throne: \126
S_sink: \126
- S_fountain: \126
+ S_fountain: \126
S_pool: \042
S_ice: \042
S_lava: \035
S_vodbridge: \035
- S_hodbridge: \032
+ S_hodbridge: \032
S_vcdbridge: \035
S_hcdbridge: \126
S_arrow_trap: \094
S_dart_trap: \094
- S_falling_rock_trap: \094
+ S_falling_rock_trap: \094
S_squeaky_board: \094
S_bear_trap: \094
S_land_mine: \094
- S_rolling_boulder_trap: \094
+ S_rolling_boulder_trap: \094
S_sleeping_gas_trap: \094
S_rust_trap: \094
S_fire_trap: \094
S_pit: \094
S_spiked_pit: \094
S_hole: \094
- S_trap_door: \094
+ S_trap_door: \094
S_teleportation_trap: \094
S_level_teleporter: \094
S_magic_portal: \094
S_web: \094
- S_statue_trap: \094
+ S_statue_trap: \094
S_magic_trap: \094
- S_anti_magic_trap: \094
+ S_anti_magic_trap: \094
S_polymorph_trap: \094
S_vbeam: \124
S_hbeam: \095
S_sw_bl: \092
S_sw_bc: \045
S_sw_br: \047
- S_explode1: \047
+ S_explode1: \047
S_explode2: \045
S_explode3: \092
S_explode4: \058
# All symbols are spaces
start: Blank
- Description: Completely blank symbols
+ Description: completely blank symbols
S_air: \032
S_altar: \032
S_amulet: \032
S_zruty: \032
finish
-start: plain
- Description: Same as Default symbols, except '+' for corner walls
- S_tlcorn: '+'
- S_trcorn: '+'
- S_blcorn: '+'
- S_brcorn: '+'
- S_crwall: '+'
- S_tuwall: '+'
- S_tdwall: '+'
- S_tlwall: '+'
- S_trwall: '+'
-finish #plain -- other symbols implicitly retain their default values
+start: IBMgraphics
+ Description: special line-drawing characters used for walls
+# Restrictions: primary
+ Handling: IBM
+ S_vwall: \xb3 # meta-3, vertical rule
+ S_hwall: \xc4 # meta-D, horizontal rule
+ S_tlcorn: \xda # meta-Z, top left corner
+ S_trcorn: \xbf # meta-?, top right corner
+ S_blcorn: \xc0 # meta-@, bottom left
+ S_brcorn: \xd9 # meta-Y, bottom right
+ S_crwall: \xc5 # meta-E, cross
+ S_tuwall: \xc1 # meta-A, T up
+ S_tdwall: \xc2 # meta-B, T down
+ S_tlwall: \xb4 # meta-4, T left
+ S_trwall: \xc3 # meta-C, T right
+ S_ndoor: \xfa # meta-z, centered dot
+ S_vodoor: \xfe # meta-~, small centered square
+ S_hodoor: \xfe # meta-~, small centered square
+ S_bars: \xf0 # equivalence symbol
+ S_tree: \xf1 # plus or minus symbol
+ S_room: \xfa # meta-z, centered dot
+ S_corr: \xb0 # meta-0, light shading
+ S_litcorr: \xb1 # meta-1, medium shading
+ S_fountain: \xf4 # meta-t, integral top half
+ S_pool: \xf7 # meta-w, approx. equals
+ S_ice: \xfa # meta-z, centered dot
+ S_lava: \xf7 # meta-w, approx. equals
+ S_vodbridge: \xfa # meta-z, centered dot
+ S_hodbridge: \xfa # meta-z, centered dot
+ S_water: \xf7 # meta-w, approx. equals
+ S_vbeam: \xb3 # meta-3, vertical rule
+ S_hbeam: \xc4 # meta-D, horizontal rule
+ S_sw_ml: \xb3 # meta-3, vertical rule
+ S_sw_mr: \xb3 # meta-3, vertical rule
+ S_explode4: \xb3 # meta-3, vertical rule
+ S_explode6: \xb3 # meta-3, vertical rule
+finish
+
+start: IBMGraphics_1
+# Restrictions: primary
+ Handling: IBM
+ S_vwall: \xb3 # meta-3, vertical rule
+ S_hwall: \xc4 # meta-D, horizontal rule
+ S_tlcorn: \xda # meta-Z, top left corner
+ S_trcorn: \xbf # meta-?, top right corner
+ S_blcorn: \xc0 # meta-@, bottom left
+ S_brcorn: \xd9 # meta-Y, bottom right
+ S_crwall: \xc5 # meta-E, cross
+ S_tuwall: \xc1 # meta-A, T up
+ S_tdwall: \xc2 # meta-B, T down
+ S_tlwall: \xb4 # meta-4, T left
+ S_trwall: \xc3 # meta-C, T right
+ S_vbeam: \xb3 # meta-3, vertical rule
+ S_hbeam: \xc4 # meta-D, horizontal rule
+ S_sw_ml: \xb3 # meta-3, vertical rule
+ S_sw_mr: \xb3 # meta-3, vertical rule
+ S_explode4: \xb3 # meta-3, vertical rule
+ S_explode6: \xb3 # meta-3, vertical rule
+finish
+
+start: IBMGraphics_2
+# Restrictions: primary
+ Handling: IBM
+ S_vwall: \xb3 # meta-3, vertical rule
+ S_hwall: \xc4 # meta-D, horizontal rule
+ S_tlcorn: \xda # meta-Z, top left corner
+ S_trcorn: \xbf # meta-?, top right corner
+ S_blcorn: \xc0 # meta-@, bottom left
+ S_brcorn: \xd9 # meta-Y, bottom right
+ S_crwall: \xc5 # meta-E, cross
+ S_tuwall: \xc1 # meta-A, T up
+ S_tdwall: \xc2 # meta-B, T down
+ S_tlwall: \xb4 # meta-4, T left
+ S_trwall: \xc3 # meta-C, T right
+ S_vodoor: \xfe # meta-~, small centered square
+ S_hodoor: \xfe # meta-~, small centered square
+ S_corr: \xb0 # meta-0, light shading
+ S_litcorr: \xb1 # meta-1, medium shading
+ S_vbeam: \xb3 # meta-3, vertical rule
+ S_hbeam: \xc4 # meta-D, horizontal rule
+ S_sw_ml: \xb3 # meta-3, vertical rule
+ S_sw_mr: \xb3 # meta-3, vertical rule
+ S_explode4: \xb3 # meta-3, vertical rule
+ S_explode6: \xb3 # meta-3, vertical rule
+finish
+
+start: RogueIBM
+ Handling: IBM
+ Restrictions: rogue
+ S_weapon: \x29
+ S_amulet: \x2c
+ S_food: \x3a
+ S_potion: \xad
+ S_scroll: \x3f
+ S_book: \x2b
+ S_wand: \xe7
+ S_vwall: \xba # all walls now use
+ S_hwall: \xcd # double line graphics
+ S_tlcorn: \xc9
+ S_trcorn: \xbb
+ S_blcorn: \xc8
+ S_brcorn: \xbc
+ S_crwall: \xce
+ S_tuwall: \xca
+ S_tdwall: \xcb
+ S_tlwall: \xb9
+ S_trwall: \xcc
+ S_ndoor: \xce
+ S_vodoor: \xce
+ S_hodoor: \xce
+ S_room: \xfa # centered dot
+ S_corr: \xb1
+ S_litcorr: \xb2
+ S_upstair: \xf0 # Greek Xi
+ S_dnstair: \xf0
+finish
+
+start: RogueEpyx
+ Description: rogue level color symbol set like Epyx Rogue
+ Restrictions: rogue
+ Handling: IBM
+ Color: Yes
+ S_vwall: \xba # all walls now use
+ S_hwall: \xcd # double line graphics
+ S_tlcorn: \xc9
+ S_trcorn: \xbb
+ S_blcorn: \xc8
+ S_brcorn: \xbc
+ S_crwall: \xce
+ S_tuwall: \xca
+ S_tdwall: \xcb
+ S_tlwall: \xb9
+ S_trwall: \xcc
+ S_ndoor: \xce
+ S_vodoor: \xce
+ S_hodoor: \xce
+ S_room: \xfa # centered dot
+ S_corr: \xb1
+ S_litcorr: \xb2
+ S_upstair: \xf0 # Greek Xi
+ S_dnstair: \xf0
+ S_arrow_trap: \x04 # diamond (cards)
+ S_dart_trap: \x04
+ S_falling_rock_trap: \x04
+ S_squeaky_board: \x04
+ S_bear_trap: \x04
+ S_land_mine: \x04
+ S_rolling_boulder_trap: \x04
+ S_sleeping_gas_trap: \x04
+ S_rust_trap: \x04
+ S_fire_trap: \x04
+ S_pit: \x04
+ S_spiked_pit: \x04
+ S_hole: \x04
+ S_trap_door: \x04
+ S_teleportation_trap: \x04
+ S_level_teleporter: \x04
+ S_magic_portal: \x04
+ S_web: \x04
+ S_statue_trap: \x04
+ S_magic_trap: \x04
+ S_anti_magic_trap: \x04
+ S_polymorph_trap: \x04
+ S_weapon: \x18 # up arrow
+# ^J S_armor: \x0a # Vert rect with o
+ S_armor: \x5b # default: '['
+# ^I S_ring: \x09 # circle with arrow
+ S_ring: \x3d # default: '='
+ S_amulet: \x0c # "female" symbol
+ S_tool: \x28 # default: '('
+ S_food: \x05 # club (as in cards)
+ S_potion: \xad # upside down '!'
+ S_scroll: \x0e # musical note
+ S_book: \x2b # default: '+'
+ S_wand: \xe7 # greek tau
+ S_coin: \x0f # yes it's the same as gems
+ S_gem: \x0f # fancy '*'
+ S_rock: \x60
+ S_ball: \x30
+ S_chain: \x5f
+ S_venom: \x2e
+ S_rock: \x60
+ S_ball: \x30
+ S_chain: \x5f
+ S_venom: \x2e
+ S_human: \x01
+finish
+
+start: RogueWindows
+ Restrictions: rogue
+ Handling: IBM
+ S_weapon: \x29
+ S_amulet: \x2c
+ S_food: \x3a
+ S_potion: \xad
+ S_scroll: \x3f
+ S_book: \x2b
+ S_wand: \xe7
+ S_vwall: \xba # all walls now use
+ S_hwall: \xcd # double line graphics
+ S_tlcorn: \xc9
+ S_trcorn: \xbb
+ S_blcorn: \xc8
+ S_brcorn: \xbc
+ S_crwall: \xce
+ S_tuwall: \xca
+ S_tdwall: \xcb
+ S_tlwall: \xb9
+ S_trwall: \xcc
+ S_ndoor: \xce
+ S_vodoor: \xce
+ S_hodoor: \xce
+ S_room: \xfa # centered dot
+ S_corr: \xb1
+ S_litcorr: \xb2
+ S_upstair: \xf0 # Greek Xi
+ S_dnstair: \xf0
+finish
+
+start: curses
+ Description: approximation of IBMgraphics using DECgraphics
+ Restrictions: primary
+ Handling: DEC
+ S_vwall: \xf8 # meta-x, vertical rule
+ S_hwall: \xf1 # meta-q, horizontal rule
+ S_tlcorn: \xec # meta-l, top left corner
+ S_trcorn: \xeb # meta-k, top right corner
+ S_blcorn: \xed # meta-m, bottom left
+ S_brcorn: \xea # meta-j, bottom right
+ S_crwall: \xee # meta-n, cross
+ S_tuwall: \xf6 # meta-v, T up
+ S_tdwall: \xf7 # meta-w, T down
+ S_tlwall: \xf5 # meta-u, T left
+ S_trwall: \xf4 # meta-t, T right
+ S_ndoor: \xfe # meta-z, centered dot
+ S_tree: \xf1 # plus or minus symbol
+ S_room: \xfe # meta-z, centered dot
+ S_corr: \xe1 # meta-a, solid block
+ S_litcorr: \xe1 # meta-a, solid block
+ S_ice: \xfe # meta-z, centered dot
+ S_vodbridge: \xfe # meta-z, centered dot
+ S_hodbridge: \xfe # meta-z, centered dot
+ S_vbeam: \xf8 # meta-3, vertical rule
+ S_hbeam: \xf1 # meta-D, horizontal rule
+ S_sw_ml: \xf8 # meta-3, vertical rule
+ S_sw_mr: \xf8 # meta-3, vertical rule
+ S_explode4: \xf8 # meta-3, vertical rule
+ S_explode6: \xf8 # meta-3, vertical rule
+finish
+
+start: DECgraphics
+ Description: special line-drawing characters used for walls
+ Restrictions: primary
+ Handling: DEC
+ S_vwall: \xf8 # meta-x, vertical rule
+ S_hwall: \xf1 # meta-q, horizontal rule
+ S_tlcorn: \xec # meta-l, top left corner
+ S_trcorn: \xeb # meta-k, top right corner
+ S_blcorn: \xed # meta-m, bottom left
+ S_brcorn: \xea # meta-j, bottom right
+ S_crwall: \xee # meta-n, cross
+ S_tuwall: \xf6 # meta-v, T up
+ S_tdwall: \xf7 # meta-w, T down
+ S_tlwall: \xf5 # meta-u, T left
+ S_trwall: \xf4 # meta-t, T right
+ S_ndoor: \xfe # meta-~, centered dot
+ S_vodoor: \xe1 # meta-a, solid block
+ S_hodoor: \xe1 # meta-a, solid block
+ S_bars: \xfb # meta-{, small pi
+ S_tree: \xe7 # meta-g, plus-or-minus
+ S_room: \xfe # meta-~, centered dot
+ S_upladder: \xf9 # meta-y, less-than-or-equals
+ S_dnladder: \xfa # meta-z, greater-than-or-equals
+ S_pool: \xe0 # meta-\, diamond
+ S_ice: \xfe # meta-~, centered dot
+ S_lava: \xe0 # meta-\, diamond
+ S_vodbridge: \xfe # meta-~, centered dot
+ S_hodbridge: \xfe # meta-~, centered dot
+ S_water: \xe0 # meta-\, diamond
+ S_vbeam: \xf8 # meta-x, vertical rule
+ S_hbeam: \xf1 # meta-q, horizontal rule
+ S_sw_tc: \xef # meta-o, high horizontal line
+ S_sw_ml: \xf8 # meta-x, vertical rule
+ S_sw_mr: \xf8 # meta-x, vertical rule
+ S_sw_bc: \xf3 # meta-s, low horizontal line
+ S_explode2: \xef # meta-o, high horizontal line
+ S_explode4: \xf8 # meta-x, vertical rule
+ S_explode6: \xf8 # meta-x, vertical rule
+ S_explode8: \xf3 # meta-s, low horizontal line
+finish
+
+#
+# This is commented out because specifying alternate default set isn't
+# implemented.
+#
+# DECgraphics_2: underscore (default for altar) can be hard to see if
+# hero or highlighted pet is on the spot below (south of) it, making
+# it look like part of slightly bigger block cursor. Bars are usually
+# within walls and we have something else for doorless doorway so '#'
+# for bars shouldn't be mistaken for the corridor symbol even by someone
+# used to DECgraphics, at least not often enough to pose a problem.
+# The pi symbol is small like lowercase but flat-topped like uppercase
+# so could represent a side view of a raised platform or table.
+#
+# start: DECgraphics_2
+# Defaults: DECgraphics # includes 'Handling: DEC'
+# Description: variation of DECgraphics (iron bars:#, altar:pi)
+# S_bars: '#' # (switch from pi to plain '#')
+# S_altar: \xfb # meta-{, pi (switch from underscore)
+# finish
+#
+
+start: MACgraphics
+# Description: (pre-OSX: obsolete?)
+# Restrictions: primary
+ Handling: MAC
+ S_vwall: \xba
+ S_hwall: \xcd
+ S_tlcorn: \xc9
+ S_trcorn: \xbb
+ S_blcorn: \xc8
+ S_brcorn: \xbc
+ S_crwall: \xce
+ S_tuwall: \xca
+ S_tdwall: \xcb
+ S_tlwall: \xb9
+ S_trwall: \xcc
+ S_ndoor: \xb0
+ S_vodoor: \xee
+ S_hodoor: \xee
+ S_vcdoor: \xef
+ S_hcdoor: \xef
+ S_bars: \xf0 # equivalency symbol
+ S_tree: \xf1 # plus-or-minus
+ S_corr: \xb0
+ S_grave: \xef # same as open door
+ S_pool: \xe0
+finish
+
+# symbols EOF