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One entry consists of three 16-bit integers and a null-terminated string containing the hint text. This is followed by 8 hint entries, some of them may be unused. The first two bytes of the hint data contain the number of the hints in 16-bit little endian format. Hints are supported only in TIM 2 and 3 puzzles. List of part entry structures for parts that can move.List of part entry structures for parts that cannot move.Goal description, null-terminated string.First byte is always 0, second is the background color from the 16-color palette. Two additional "header" bytes in files with magic number EF AC 13 01 or EF AC 14 01.List of part entry structures for parts initially placed into the parts bin.In saved freeform machines, 1 if there are parts placed into the parts bin, 0 otherwise. An additional 16-bit, little endian integer value in puzzles with magic number of EE AC 05 01.
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Puzzles saved from the built-in editor of TIM 3.Puzzles saved from the built-in editor of TIM 2.The large majority of puzzles in TIM 2 and 3.A small number of puzzles in TIM 2 and 3.The following table summarizes the magic numbers found in various versions of the game. TIM-TIM 3 level and GKC files always start with a 4-byte magic number.
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