# Symbol sets for use in NetHack's text-based display. # # IBMgraphics works by specifying special characters which reside # outside the range of normal printable characters. It has subsets # for use where the internal code page is different than the one # used by US ASCII (437) and has some different special characters. # # DECgraphics works by switching back and forth between two fonts, # where the alternate one substitutes special characters in place # 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). 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, greater-than-or-equals S_dnladder: \xfa # meta-z, less-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: 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_weapon: \x18 # up arrow S_armor: \x0a # Vert rect with o S_ring: \x09 # circle with arrow S_amulet: \x0c # "female" symbol S_food: \x05 # club (as in cards) S_potion: \xad # upside down '!' S_scroll: \x0e # musical note 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_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 S_armor: \x5b S_ring: \x3d S_amulet: \xc S_tool: \x28 S_food: \x5 S_potion: \xad S_scroll: \xe S_book: \x2b S_wand: \xe7 S_coin: \xf S_gem: \xf 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 # Recommended symset for blind players # courtesy Michael Feir start: NHAccess Description: Recommended for blind players S_stone: \032 S_vwall: \124 S_hwall: \045 S_tlcorn: \124 S_trcorn: \124 S_blcorn: \124 S_brcorn: \124 S_crwall: \045 S_tuwall: \045 S_tdwall: \045 S_tlwall: \124 S_trwall: \124 S_ndoor: \046 S_vodoor: \045 S_hodoor: \124 S_vcdoor: \043 S_hcdoor: \043 S_bars: \046 S_tree: \035 S_room: \035 S_corr: \060 S_litcorr: \062 S_upstair: \060 S_dnstair: \062 S_upladder: \095 S_dnladder: \092 S_altar: \035 S_grave: \126 S_throne: \126 S_sink: \126 S_fountain: \126 S_pool: \042 S_ice: \042 S_lava: \035 S_vodbridge: \035 S_hodbridge: \032 S_vcdbridge: \035 S_hcdbridge: \126 S_arrow_trap: \094 S_dart_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_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_teleportation_trap: \094 S_level_teleporter: \094 S_magic_portal: \094 S_web: \094 S_statue_trap: \094 S_magic_trap: \094 S_anti_magic_trap: \094 S_polymorph_trap: \094 S_vbeam: \124 S_hbeam: \095 S_lslant: \092 S_rslant: \047 S_digbeam: \042 S_flashbeam: \033 S_boomleft: \041 S_boomright: \040 S_ss1: \048 S_ss2: \035 S_ss3: \064 S_ss4: \042 S_sw_tl: \047 S_sw_tc: \045 S_sw_tr: \092 S_sw_ml: \058 S_sw_mr: \058 S_sw_bl: \092 S_sw_bc: \045 S_sw_br: \047 S_explode1: \047 S_explode2: \045 S_explode3: \092 S_explode4: \058 S_explode5: \032 S_explode6: \058 S_explode7: \092 S_explode8: \045 S_explode9: \047 finish start: default finish