This is what a room definition in my game looks like. One text file per room, with the info a small asset compiler uses to output binary that gets loaded into the REU and pulled out when needed. The actual graphics for the room are stored separately as a binary asset exported from CharPad Pro, where I draw the room using the selected tileset.
This allows maximum flexibility in designing rooms -- I can use any tileset for any room, and have a consistent way to make any room I can come up with.