| author | ecalot
<ecalot> 2004-07-08 14:26:52 UTC |
| committer | ecalot
<ecalot> 2004-07-08 14:26:52 UTC |
| parent | 1c991d46f28029115001e3107604547601917e0a |
| FP/doc/FormatSpecifications | +74 | -15 |
| FP/doc/FormatSpecifications.tex | +74 | -15 |
diff --git a/FP/doc/FormatSpecifications b/FP/doc/FormatSpecifications index 4b924dd..153a5bf 100644 --- a/FP/doc/FormatSpecifications +++ b/FP/doc/FormatSpecifications @@ -281,26 +281,85 @@ backupExtension); is stored this way. The wall part of the tile stores the main tile form according to the table - below: - - (I should include the table here) - + below. Note that those are just a limited number of tiles, each code has a + tile in the game. The tiles listed are all the ones needed to make a level + so the missing tiles have an equivalent in this list. + + Code Group Description + ~~~~ ~~~~~ ~~~~~~~~~~~ + 0x00 0 Free space + 0x01 0 Floor 1 + 0x11 0 Floor 2 + 0x21 0 Floor above cols + 0x14 0 Wall 1 + 0x34 0 Wall 2 + 0x13 0 Floor w/torch 1 + 0x33 0 Floor w/torch 2 + 0x03 0 Column 1 + 0x23 0 Column 2 + 0x09 0 2 story column top + 0x28 0 2 story col. bottom + 0x24 1 Door + 0x0e 0 Broken floor 1 + 0x2e 0 Broken floor 2 + 0x1e 0 Broken fl w/torch 1 + 0x3e 0 Broken fl w/torch 2 + 0x0b 0 Loose floor + 0x0a 2 Potion 1 + 0x2a 2 Potion 2 + 0x2f 3 Door opener + 0x26 3 Door closer + 0x0c 4 Wall above door + 0x02 5 Spears 1 + 0x22 5 Spears 2 + 0x30 F Level door left + 0x31 F Level door right + 0x37 F Big window left + 0x38 F Big window right + 0x32 0 Guillotine + 0x16 0 Sword Lev 1 + 0x36 0 Sword Lev 12 + 0x15 0 Floor w/Skeleton + The background part of the tile stores a modification or attribute of the - wall part of the tile depending on what group it belongs. - - Group door: - 0 if open - 1 if closed (I have to confirm that) - - Group door trigger: + wall part of the tile depending on what group it belongs. Those are not + all the modifications in the game, there are more carpet styles, etc. + + Code Group Description + ~~~~ ~~~~~ ~~~~~~~~~~~ + 0x00 F Standard background + 0x00 0 Background + 0x01 0 Background bricks 1 + 0x02 0 Background bricks 2 + 0xFF 0 Background bricks 3 + 0x03 0 Background Window + 0x0B 0 Background w/shadow + 0x01 1 Open door + 0x02 1 Closed door + 0x01 2 Small red potion + 0x02 2 Big red potion + 0x03 2 Green weight potion + 0x04 2 Green invert potion + 0x05 2 Small blue potion + 0x00 3 Door trigger 0 + 0x01 3 Door trigger 1 + 0x02 3 Door trigger 2 + 0xnn 3 Door trigger nn (*) + 0x00 4 White carpet + 0x01 4 Plain red carpet + 0x02 4 Red carpet w/drawin + 0x00 5 Spikes in (**) + 0x01 5 Spikes going out 1 + 0x02 5 Spikes going out 2 + 0x03 5 Spikes out + + (*) Group door trigger (3): The event ID associated with this trigger, see Door Events (4.4.6). - Normal tile: - - Spikes: + (**) Spikes (5): The initial spike state is stored. Only type 0 allows the spike animation. - Upper door slot: + Upper door slot (4): The type of the carpet is stored in the palace enviornment. 4.4.3 Room linking diff --git a/FP/doc/FormatSpecifications.tex b/FP/doc/FormatSpecifications.tex index 4b924dd..153a5bf 100644 --- a/FP/doc/FormatSpecifications.tex +++ b/FP/doc/FormatSpecifications.tex @@ -281,26 +281,85 @@ backupExtension); is stored this way. The wall part of the tile stores the main tile form according to the table - below: - - (I should include the table here) - + below. Note that those are just a limited number of tiles, each code has a + tile in the game. The tiles listed are all the ones needed to make a level + so the missing tiles have an equivalent in this list. + + Code Group Description + ~~~~ ~~~~~ ~~~~~~~~~~~ + 0x00 0 Free space + 0x01 0 Floor 1 + 0x11 0 Floor 2 + 0x21 0 Floor above cols + 0x14 0 Wall 1 + 0x34 0 Wall 2 + 0x13 0 Floor w/torch 1 + 0x33 0 Floor w/torch 2 + 0x03 0 Column 1 + 0x23 0 Column 2 + 0x09 0 2 story column top + 0x28 0 2 story col. bottom + 0x24 1 Door + 0x0e 0 Broken floor 1 + 0x2e 0 Broken floor 2 + 0x1e 0 Broken fl w/torch 1 + 0x3e 0 Broken fl w/torch 2 + 0x0b 0 Loose floor + 0x0a 2 Potion 1 + 0x2a 2 Potion 2 + 0x2f 3 Door opener + 0x26 3 Door closer + 0x0c 4 Wall above door + 0x02 5 Spears 1 + 0x22 5 Spears 2 + 0x30 F Level door left + 0x31 F Level door right + 0x37 F Big window left + 0x38 F Big window right + 0x32 0 Guillotine + 0x16 0 Sword Lev 1 + 0x36 0 Sword Lev 12 + 0x15 0 Floor w/Skeleton + The background part of the tile stores a modification or attribute of the - wall part of the tile depending on what group it belongs. - - Group door: - 0 if open - 1 if closed (I have to confirm that) - - Group door trigger: + wall part of the tile depending on what group it belongs. Those are not + all the modifications in the game, there are more carpet styles, etc. + + Code Group Description + ~~~~ ~~~~~ ~~~~~~~~~~~ + 0x00 F Standard background + 0x00 0 Background + 0x01 0 Background bricks 1 + 0x02 0 Background bricks 2 + 0xFF 0 Background bricks 3 + 0x03 0 Background Window + 0x0B 0 Background w/shadow + 0x01 1 Open door + 0x02 1 Closed door + 0x01 2 Small red potion + 0x02 2 Big red potion + 0x03 2 Green weight potion + 0x04 2 Green invert potion + 0x05 2 Small blue potion + 0x00 3 Door trigger 0 + 0x01 3 Door trigger 1 + 0x02 3 Door trigger 2 + 0xnn 3 Door trigger nn (*) + 0x00 4 White carpet + 0x01 4 Plain red carpet + 0x02 4 Red carpet w/drawin + 0x00 5 Spikes in (**) + 0x01 5 Spikes going out 1 + 0x02 5 Spikes going out 2 + 0x03 5 Spikes out + + (*) Group door trigger (3): The event ID associated with this trigger, see Door Events (4.4.6). - Normal tile: - - Spikes: + (**) Spikes (5): The initial spike state is stored. Only type 0 allows the spike animation. - Upper door slot: + Upper door slot (4): The type of the carpet is stored in the palace enviornment. 4.4.3 Room linking