

Tile Property Data:
-Indicates basic tile attributes for every map tile. Some are bits, others are IDs

-Current theory: Low byte is an ID whose meaning depends on the map type (0x0,0x1 or 0x2)
	-High byte is a bitfield
Overworld (type 0x0):
0000: Dock tile
0001: Town/city/wall tile
0002: Grassland tile - airship may not land
0003: Airship may land on this tile
0006: (For forests)
0009: (For rivers)
000A: Waterfall tile
000B: ?
000C: (For swamps?)
000D: (For marshes)
000E: (For deserts)
000F: (For ocean)
0010: (For lakes?)
0011: (For bridges)
0012: (For mountains)
0013: Cave entrance tile?


Normal/Dungeon (type 0x1):
0002: ? Used for Castle Cornelia ID 0x0
0003: Random encounters enabled on this tile
0006: ? Used by walkable indoors tiles in Western Keep
0013: Damaging tile (lava, spikes...)

-Encounters are enabled for all IDs 0x2-0xF

High byte bitfield:
0001:	Type 0x0: ??
	Type 0x1: Indoors tile; while located on an indoors tile load an alternate palette and GFX, display interior NPCs
	Type 0x2: ??

1000: Cannot cross right border of this tile
2000: Cannot cross left border of this tile
4000: Cannot cross bottom border of this tile
8000: Cannot cross top border of this tile