Ok, everything before the first number is ignored! The idea here is simple - every nonnegative number corresponds to a gridspot. Any character after the number gives the orientation. Now more detailed: The first two numbers in the file are the gridspots of the player and the rock, respectively. Next come the charts. Each one is given by two numbers representing height and width followed by a table of positions (oriented gridspots). Positions which are adjacent in the input will be patched together. After the first empty chart come the colors. Colors are set by specifying an inclusive range of gridspots to be colored, along with a number specifying which color the range should be colored. (To reduce brain breakage from the sample atlas, try switching the six-f to a six and the nine to a nine-b.) 80 210 4 7 15 -1 9 -1 11 -1 -1 4 -1 8 -1 3 16 -1 14 2 0 1 10 305 16e 300 301 302 303 304 -1 -1 1 2 15 6 4 1 4h 13 12 9 5 10 66 67 29 27 25 23 19 21 31 33 64 65 28 26 24 22 18 20 30 32 62 63 -1 -1 -1 -1 17 -1 34 35 60 61 -1 6f 7 5 11 -1 36 37 58 59 -1 -1 -1 -1 3 -1 38 39 3 9 58 59 -1 -1 -1 -1 -1 38 39 56 54 52 50 48 46 44 40 41 57 55 53 51 49 47 45 42 43 3 3 57b -1 33d -1 400 -1 43f -1 66 3 2 49 47 401 -1 -1 401h 1 6 72 71 70 69 68 60f 13 6 143 142 141 140 139 138 137 136 135 134 133 132 131 130 129 128 127 126 125 124 123 122 121 120 119 118 117 116 115 114 113 112 111 110 109 108 107 106 105 104 103 102 101 100 99 98 97 96 95 94 93 92 91 90 89 88 87 86 85 84 83 82 81 80 79 78 77 76 75 74 73 72 138b 139b 140b 141b 142b 143b 3 13 153 152 151 150 149 -1 -1 -1 -1 -1 -1 -1 119 154 -1 -1 -1 148 147 146 206 202 201 200 145 113 155 156 157 158 159 -1 -1 -1 -1 -1 -1 -1 107 3 1 151 161 169 3 1 163 160 157 3 19 165 164 163 162 173 -1 -1 -1 -1 -1 -1 -1 177 178 179 208 209 214 217 166 -1 -1 -1 172 174 175 203 204 205 207 176 180 181 182 210 211 215 218 167 168 169 170 171 -1 -1 -1 -1 -1 -1 -1 183 184 185 212 213 216 219 0 0 8 9 2 12 13 2 16 16 3 305 305 3 18 71 1 144 176 4 200 207 4 400 400 4 401 401 3