Direction:
  1    0=no change
4 * 2  
  3

001=start 1
002=start 2
003=start 3
004=start 4
005=locator 1 --- locates player's tail, not the direction of head !!!
006=locator 2
007=locator 3
008=locator 4

009=locator coin 1
010=locator coin 2
011=locator coin 3
012=locator coin 4
013=locator coin 5
014=locator coin 6
015=locator coin 7
016=locator coin 8
017=locator coin 9

018=teleporter {LT=incoming; HT=outgoing; ST=direction}
    corner teleporter: (if HT=0) if sprite is placed near the map edges (1st, 2nd or 3rd
                                 square), this teleports the player to the other side of
                                 the map (there need not be the sprite on target)
019=fake teleporter/tlpt target {LT=incoming} - used as target for teleporter

020=set direction 1 (arrow){LT=player,0=all; HT=how many times,0=infinite)
021=set direction 2
022=set direction 3
023=set direction 4

024=turner  {LT=player,0=all; HT=how many times,0=infinite)
025=stopper {LT=player,0=all; HT=how many times,0=infinite)
026=place here no coins

027=switcher/trigger {LT=tag no.; ST=which tile to replace 666=previous,667=next; 
                      HT:bit2>stop player,bit1>swap also all switchers with same LT in level
                      only tiles in levels with SWITCH attribute will be swapped using 
                      ST variable
                      swithcers usage: to add some action on the switcher add some switcher-dependent 
                                       sprites to map (i.e. 028_doorlocator etc) and mark them with 
                                       same LT as the switcher has.
                     }
028=door locator {LT=tag no.; ST=which tile to replace 666=previous,667=next
                  HT=level to swap tile(bit3>G,bit2>B,bit1>T}
029=switcher/trigger once - like 027_switcher, but works only once. Then repaced by 026_nocoins (if there is
                  no killing tile) or 025_stopper (if building or ground kills)
030=blockgenerator {LT=tag no.; ST=which tile to replace
                    this will replace only tiles in Bulds level and only if there are no builds
                    on any blockgenerator field with same LT}
031=switcher once spritegenerator {LT=tag no.; ST=which tile to replace in TT level;
                                   HT=which sprite to add to target field}
    after one switch this sprite will be replaced by 025_stopper
032=trigger once spritegenerator {LT=tag no.; ST=which tile to replace in TT level;
                                   HT=which sprite to add to target field}
    after one switch this sprite will be replaced by 026_nocoins

033=trailer {
             to create working trailer place several 033_trailer sprites with same LT, but different HT
             LT=number of trailer 1..5
             HT=1: StartPos  ST=tilenumber        --- defines start-position and BT tilenumber
             HT=2: Locator   ST=sprite being held --- like player's locator, ST is moved sprite
             HT=3: Turner    ST=direction         --- changes Trailer's direction
             HT=4: defHT     ST=sprite's HT       --- sets HT to sprite defined by Locator
             HT=5: defLT     ST=sprite's LT       --- sets LT to sprite defined by Locator
             HT=6: defST     ST=sprite's ST       --- sets ST to sprite defined by Locator
             HT=7: Cover     ST=tilenumber        --- defines TT tilenumber
            }

034=kbd chngr{
             ST:0 normalize keys
             ST:1 swap leftXright and upXdown; 
             ST:2 rotate controls clockwise (down>left>up>right)
             ST:3 rotate controls counter-clockwise (down>right>up>left)
             HT=how many times, 0=infinite
            }
035=coin commands{Coin command is made of two sprites: coin appearance sprite and CC sprite
     * use sprites 009_coin1Locator to 016_coin8Locator to define which coin has player to pick to run the
       command: LT=command number 1..16; HT=spritenum (action on coinpick); ST=sprite LT
     * on sprite 035_coincommands: LT=command number 1..16 (same number as on coin appearance sprite)
                                   HT=sprite HT; ST=sprite ST
     * sprite 026_nocoins: if HT=1 the coincommand will be processed only once.
     * as you can see there is twice more commands than coins and one coinpick can run seceral actions.
       to add this feature to map do this:
        - place some coin appearance sprite and 035_CC sprite to neighbor fields
        - set them same LT (command number). This LT may not be used by any other CC !!
        - set them HT and ST to form desired sprite
            }
036=key {LT=key type 1..8 (i.e. key color)
         HT=level to change graphics (you must replace the keygraphics with something else)
            1=GTground 2=BTbuilds 3=TTcover
         ST=which tile to use when replacing key-graphics}
037=locker {LT=LT of switcher to be locked; HT=key type 1..8 for opening}