author | ecalot
<ecalot> 2007-03-28 23:35:19 UTC |
committer | ecalot
<ecalot> 2007-03-28 23:35:19 UTC |
parent | bccab5849d716a8aad65a6012dbea25ad44d2336 |
FP/doc/FormatSpecifications | +33 | -18 |
FP/doc/FormatSpecifications.tex | +33 | -18 |
diff --git a/FP/doc/FormatSpecifications b/FP/doc/FormatSpecifications index 8b506a4..ae3b729 100644 --- a/FP/doc/FormatSpecifications +++ b/FP/doc/FormatSpecifications @@ -1019,21 +1019,24 @@ Table of Contents Byte 3 is the facing direction as specified in 4.4.4. Byte 4 is the skill Byte 5 is unknown - Bytes from 6,7 and 8 are always 0, probably because 5 is a long from 0 to 255 - Byte 9 is the guard colour in levels where it is needed (0-3) - ie. 1 white+blue, 2 white+black, 3 red - Byte 10 is the guard number (0 for the first one, 1 for the second, etc) - Bytes 11,12,13 and 14 are unknown, mostly 0, but in 10 guards it is 0x52756e2d - Byte 15 is the type (0-8 and 84), but doesn't apply in all levels - ie. 5 head, 8 snake - Byte 16 is the hit points of the guard (0 to 8) - Bytes 17 and 18 are the activate triggers for skeletons, byte 17 is (0,1,-1) - and 18 is (0,-1). Normal value is 0x0000 for a sleeping skeleton. When set - to -1 (0xffff) a trigger will be waiting to wake the skeleton up, for example - the exit door open. Other possible values are 0x0100 that is the skeleton - already awake and 0xff00 that seems to be similar than 0x0000. - Bytes 19,20,21 are always 0 - Byte 22 is unknown (mostly 0, but 1 and 3 where found for some guards) + Bytes from 6,7 and 8 are always 0, probably because 5 is a long from 0 to + 255. + Byte 9 is the guard colour in levels where it is needed (0-3), + ie. 1 white+blue, 2 white+black, 3 red. + Byte 10 is the guard number (0 for the first one, 1 for the second, etc). + Bytes 11,12,13 and 14 are unknown, mostly 0, but in 10 guards it is + 0x52756e2d. + Byte 15 is the type (0-8 and 84), but doesn't apply in all levels, + ie. 5 head, 8 snake. + Byte 16 is the hit points of the guard (0 to 8). + Bytes 17 and 18 are the activate triggers for skeletons, byte 17 is + (0,1,-1) and 18 is (0,-1). Normal value is 0x0000 for a sleeping + skeleton. When set to -1 (0xffff) a trigger will be waiting to wake the + skeleton up, for example the exit door open. Other possible values are + 0x0100 that is the skeleton already awake and 0xff00 that seems to be + similar than 0x0000. + Bytes 19,20,21 are always 0. + Byte 22 is unknown (mostly 0, but 1 and 3 where found for some guards). 5.2.3.2 Dynamic guards @@ -1045,12 +1048,24 @@ Table of Contents possible to set the number of guards that will appear running. The bytes are from 0 to 33: + Bytes 8 and 9 are always 0. Byte 18 activates dynamic guard. 1 is true and 0 is false. - Byte 23 is where the guard is located + Byte 19 is the skill (0-7, 8 to make it passive) + Byte 23 is where the dynamic guard mode: 0 or 1 to make the guard wait + until all guards are dead to spawn and 2 to spawn even when the prior + guard is still alive. Byte 24 is the floor the guard will appear on 0 is the upper one and 2 is the lower. Another number will kill the guard playing the sound. - Byte 30 is the number of guards that will appear. - + Byte 25 is the initial location of the guard. ie. 0 is the left side of + the screen, 9 is the right side, it is possible to locate them in the + middle of the screen, they will magically spawn in a position between 1 + and 8. As they will run to the center of the screen, this byte also sets + the facing direction up (0 to 5 is right, 6 to 9 is left). + Byte 26 is the time in ticks the first guard will wait to spawn + Byte 27 is the time in ticks between guards spawn + Byte 30 is the number of guards that will appear, there is a maximum of 5 + per room, including static guards. + Byte 31 is the lives the guards will have. 6. PLV v1.0 Format Specifications ~~~ ~~~~ ~~~~~~ ~~~~~~~~~~~~~~ diff --git a/FP/doc/FormatSpecifications.tex b/FP/doc/FormatSpecifications.tex index 8b506a4..ae3b729 100644 --- a/FP/doc/FormatSpecifications.tex +++ b/FP/doc/FormatSpecifications.tex @@ -1019,21 +1019,24 @@ Table of Contents Byte 3 is the facing direction as specified in 4.4.4. Byte 4 is the skill Byte 5 is unknown - Bytes from 6,7 and 8 are always 0, probably because 5 is a long from 0 to 255 - Byte 9 is the guard colour in levels where it is needed (0-3) - ie. 1 white+blue, 2 white+black, 3 red - Byte 10 is the guard number (0 for the first one, 1 for the second, etc) - Bytes 11,12,13 and 14 are unknown, mostly 0, but in 10 guards it is 0x52756e2d - Byte 15 is the type (0-8 and 84), but doesn't apply in all levels - ie. 5 head, 8 snake - Byte 16 is the hit points of the guard (0 to 8) - Bytes 17 and 18 are the activate triggers for skeletons, byte 17 is (0,1,-1) - and 18 is (0,-1). Normal value is 0x0000 for a sleeping skeleton. When set - to -1 (0xffff) a trigger will be waiting to wake the skeleton up, for example - the exit door open. Other possible values are 0x0100 that is the skeleton - already awake and 0xff00 that seems to be similar than 0x0000. - Bytes 19,20,21 are always 0 - Byte 22 is unknown (mostly 0, but 1 and 3 where found for some guards) + Bytes from 6,7 and 8 are always 0, probably because 5 is a long from 0 to + 255. + Byte 9 is the guard colour in levels where it is needed (0-3), + ie. 1 white+blue, 2 white+black, 3 red. + Byte 10 is the guard number (0 for the first one, 1 for the second, etc). + Bytes 11,12,13 and 14 are unknown, mostly 0, but in 10 guards it is + 0x52756e2d. + Byte 15 is the type (0-8 and 84), but doesn't apply in all levels, + ie. 5 head, 8 snake. + Byte 16 is the hit points of the guard (0 to 8). + Bytes 17 and 18 are the activate triggers for skeletons, byte 17 is + (0,1,-1) and 18 is (0,-1). Normal value is 0x0000 for a sleeping + skeleton. When set to -1 (0xffff) a trigger will be waiting to wake the + skeleton up, for example the exit door open. Other possible values are + 0x0100 that is the skeleton already awake and 0xff00 that seems to be + similar than 0x0000. + Bytes 19,20,21 are always 0. + Byte 22 is unknown (mostly 0, but 1 and 3 where found for some guards). 5.2.3.2 Dynamic guards @@ -1045,12 +1048,24 @@ Table of Contents possible to set the number of guards that will appear running. The bytes are from 0 to 33: + Bytes 8 and 9 are always 0. Byte 18 activates dynamic guard. 1 is true and 0 is false. - Byte 23 is where the guard is located + Byte 19 is the skill (0-7, 8 to make it passive) + Byte 23 is where the dynamic guard mode: 0 or 1 to make the guard wait + until all guards are dead to spawn and 2 to spawn even when the prior + guard is still alive. Byte 24 is the floor the guard will appear on 0 is the upper one and 2 is the lower. Another number will kill the guard playing the sound. - Byte 30 is the number of guards that will appear. - + Byte 25 is the initial location of the guard. ie. 0 is the left side of + the screen, 9 is the right side, it is possible to locate them in the + middle of the screen, they will magically spawn in a position between 1 + and 8. As they will run to the center of the screen, this byte also sets + the facing direction up (0 to 5 is right, 6 to 9 is left). + Byte 26 is the time in ticks the first guard will wait to spawn + Byte 27 is the time in ticks between guards spawn + Byte 30 is the number of guards that will appear, there is a maximum of 5 + per room, including static guards. + Byte 31 is the lives the guards will have. 6. PLV v1.0 Format Specifications ~~~ ~~~~ ~~~~~~ ~~~~~~~~~~~~~~