Aha, I see.
Well, good news. I did my favorite hobby of feeding things into TIMViewer, and I've got two hunches now:
1) The rooms are in the same map order as listed in the debug menu / room modifier GS code.
2) The rooms each use three files with the following inside: A) Unknown B) Lighting textures C) NPC textures.
This is probably common knowledge, but I'm guessing A) could be the walk mesh. It's pretty fresh, and I'll know more once I weed out the TIMs and see if TileMolester knows what's left. For the Doc's house (Home), it's 1007, 1008, and 1009.
Okay, 1009's TIMs had no headers inside the file. Here are 1008's. Each is 12 bytes long:
00000bcc 00 00 00 00 6e 6d 31 31 04 00 4c 00 00 00 00 00 ....nm11..L.....
00000be0 6e 6d 31 30 04 00 4c 00 00 00 00 00 6e 6d 30 39 04 00 4c 00 nm10..L.....nm09..L.
00000bf4 00 00 00 00 68 69 6b 32 04 00 24 00 00 00 00 00 68 69 6b 31 ....hik2..$.....hik1
00000c08 04 00 24 00 00 00 00 00 6e 6d 30 38 04 00 4c 00 00 00 00 00 ..$.....nm08..L.....
00000c1c 68 69 6b 36 04 00 24 00 00 00 00 00 68 69 6b 33 04 00 24 00 hik6..$.....hik3..$.
Now let's examine the remaining files.
1007 - No idea.
1008 - 3,120 bytes remaining (including the TIM headers): Stars with "drp". Just has a lot of "hik3"s in it. The data has a lot of .......s.
1009 - No idea. I'm guessing it has NPC / enemy models and battle animations.
I've attached the resulting files; 1008 still has the TIM headers, but no TIMs of course.
Hey wait, you guys have subdirectories in your /Rooms/ folder? I just get Rooms, not GFX or other stuff.
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