.rcmap map format
00 map width (max 64)
01 map height (max 64)
02 player starting X coordinate
03 player starting Y coordinate
04 player starting angle (0 = 0 degrees, 255 = 360 degrees)
05 -> "map width * map height" bytes of walls - if number is in range 64..127 it's a door of texture n-64
nn -> "map width * map height" bytes of floor tiles
nn -> "map width * map height" bytes of ceiling tiles
nn -> series of 0-terminated strings referencing which textures to load, in order. (texture "0" *is* specified)


number font file:
Each character is given 24*40

Character animation file:
0 { frame0 frame1 frame2 frame3 frame4 } 1 { frame0 } 2 { frame0 } 3 { frame0 frame1 }