| author | ecalot
<ecalot> 2004-07-08 14:49:17 UTC |
| committer | ecalot
<ecalot> 2004-07-08 14:49:17 UTC |
| parent | 823b7e1784832722db47da7852fa536dfbc7ca00 |
| FP/doc/FormatSpecifications | +17 | -18 |
| FP/doc/FormatSpecifications.tex | +17 | -18 |
diff --git a/FP/doc/FormatSpecifications b/FP/doc/FormatSpecifications index e11cbdf..9477e24 100644 --- a/FP/doc/FormatSpecifications +++ b/FP/doc/FormatSpecifications @@ -237,7 +237,7 @@ backupExtension); 16 2287 unknown II 2 2303 0F 09 (2319) - All leves has a size of 2305, except in the original game, that the potion + All levels has a size of 2305, except in the original game, that the potion level has a size of 2304 (may be it was wrong trimmed). 4.4.1 Unknown blocks @@ -248,7 +248,7 @@ backupExtension); Unknown I may corrupt the level if edited. - We belive unknown IV has something to do with the start position, but we + We believe unknown IV has something to do with the start position, but we don't know about it. As unknown III were all zeros for each level in the original set, it was a @@ -262,7 +262,7 @@ backupExtension); blocks involved here are "wall" and "background" In a level you can store a maximum of 24 screens (also called rooms) of 30 - tiles each, having three stages of 10 tiles each. Screens are numered from + tiles each, having three stages of 10 tiles each. Screens are numbered from 1 to 24 (not 0 to 23) because the 0 was reserved special cases. The wall and background blocks have 24 sub-blocks inside. Those sub-blocks @@ -270,7 +270,7 @@ backupExtension); the sub-block staring in 0 corresponds to the screen 1 and the sub-block starting in 690 corresponds to the screen 24. It is reserved 1 byte from the wall block and one from the background block - for each tile. To locate the appropiate tile you have to do the following + for each tile. To locate the appropriate tile you have to do the following calculation: tile=(screen-1)*30+tileOffset where tileOffset is a number from 0 to 29 that means a tile from 0 to 9 if in the upper stage, from 10 to 19 if in the middle stage and 20 to 29 if in the bottom stage. @@ -290,7 +290,7 @@ backupExtension); 0x00 0 Free space 0x01 0 Floor 1 0x11 0 Floor 2 - 0x21 0 Floor above cols + 0x21 0 Floor above columns 0x14 0 Wall 1 0x34 0 Wall 2 0x13 0 Floor w/torch 1 @@ -298,12 +298,12 @@ backupExtension); 0x03 0 Column 1 0x23 0 Column 2 0x09 0 2 story column top - 0x28 0 2 story col. bottom + 0x28 0 2 story column 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 + 0x1e 0 Broken floor w/torch 1 + 0x3e 0 Broken floor w/torch 2 0x0b 0 Loose floor 0x0a 2 Potion 1 0x2a 2 Potion 2 @@ -316,9 +316,9 @@ backupExtension); 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 + 0x32 0 Chopper + 0x16 0 Sword Level 1 + 0x36 0 Sword Level 12 0x15 0 Floor w/Skeleton The background part of the tile stores a modification or attribute of the @@ -347,7 +347,7 @@ backupExtension); 0xnn 3 Door trigger nn (*) 0x00 4 White carpet 0x01 4 Plain red carpet - 0x02 4 Red carpet w/drawin + 0x02 4 Red carpet w/drawing 0x00 5 Spikes in (**) 0x01 5 Spikes going out 1 0x02 5 Spikes going out 2 @@ -360,7 +360,7 @@ backupExtension); The initial spike state is stored. Only type 0 allows the spike animation. Upper door slot (4): - The type of the carpet is stored in the palace enviornment. + The type of the carpet is stored in the palace environment. 4.4.3 Room linking This section describes the links block. @@ -369,14 +369,14 @@ backupExtension); is stored. There is no screen mapping, just screen linking. The links block has 24 sub-blocks of 4 bytes each. All those sub-blocks - has its own correspondance with a screen (the block starting at 0 is + has its own correspondence with a screen (the block starting at 0 is related to the screen 1 and the block starting at with 92 is related to screen 24). Each block of 4 bytes stores the links this screen links to reserving one byte per each side in the order left (0), right (1), up (2), down (3). The number 0 is used when there is no screen there. Cross links should be made to allow the kid passing from a screen to - another and then comming back to the same screen but it's not a must. + another and then coming back to the same screen but it's not a must. 4.4.4 Guard handling This section specifies the blocks: guard_location, guard_direction, @@ -420,7 +420,7 @@ backupExtension); specifications. 4.4.6 Door events - This section explains how the doors are handled and speficies the blocks + This section explains how the doors are handled and specifies the blocks door I and II. First of all he have to define what an event line is in this file. An event @@ -436,7 +436,7 @@ backupExtension); Each event line has an ID from 0 to 255. An event has the ID of the first event line in it. - In section 4.4.2 it is explined how a door trigger is associated to an + In section 4.4.2 it is explained how a door trigger is associated to an event ID. Those are the tiles that starts the event depending on what are them: closers or openers. @@ -505,4 +505,3 @@ Just raw sound with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled "GNU Free Documentation License". - diff --git a/FP/doc/FormatSpecifications.tex b/FP/doc/FormatSpecifications.tex index e11cbdf..9477e24 100644 --- a/FP/doc/FormatSpecifications.tex +++ b/FP/doc/FormatSpecifications.tex @@ -237,7 +237,7 @@ backupExtension); 16 2287 unknown II 2 2303 0F 09 (2319) - All leves has a size of 2305, except in the original game, that the potion + All levels has a size of 2305, except in the original game, that the potion level has a size of 2304 (may be it was wrong trimmed). 4.4.1 Unknown blocks @@ -248,7 +248,7 @@ backupExtension); Unknown I may corrupt the level if edited. - We belive unknown IV has something to do with the start position, but we + We believe unknown IV has something to do with the start position, but we don't know about it. As unknown III were all zeros for each level in the original set, it was a @@ -262,7 +262,7 @@ backupExtension); blocks involved here are "wall" and "background" In a level you can store a maximum of 24 screens (also called rooms) of 30 - tiles each, having three stages of 10 tiles each. Screens are numered from + tiles each, having three stages of 10 tiles each. Screens are numbered from 1 to 24 (not 0 to 23) because the 0 was reserved special cases. The wall and background blocks have 24 sub-blocks inside. Those sub-blocks @@ -270,7 +270,7 @@ backupExtension); the sub-block staring in 0 corresponds to the screen 1 and the sub-block starting in 690 corresponds to the screen 24. It is reserved 1 byte from the wall block and one from the background block - for each tile. To locate the appropiate tile you have to do the following + for each tile. To locate the appropriate tile you have to do the following calculation: tile=(screen-1)*30+tileOffset where tileOffset is a number from 0 to 29 that means a tile from 0 to 9 if in the upper stage, from 10 to 19 if in the middle stage and 20 to 29 if in the bottom stage. @@ -290,7 +290,7 @@ backupExtension); 0x00 0 Free space 0x01 0 Floor 1 0x11 0 Floor 2 - 0x21 0 Floor above cols + 0x21 0 Floor above columns 0x14 0 Wall 1 0x34 0 Wall 2 0x13 0 Floor w/torch 1 @@ -298,12 +298,12 @@ backupExtension); 0x03 0 Column 1 0x23 0 Column 2 0x09 0 2 story column top - 0x28 0 2 story col. bottom + 0x28 0 2 story column 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 + 0x1e 0 Broken floor w/torch 1 + 0x3e 0 Broken floor w/torch 2 0x0b 0 Loose floor 0x0a 2 Potion 1 0x2a 2 Potion 2 @@ -316,9 +316,9 @@ backupExtension); 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 + 0x32 0 Chopper + 0x16 0 Sword Level 1 + 0x36 0 Sword Level 12 0x15 0 Floor w/Skeleton The background part of the tile stores a modification or attribute of the @@ -347,7 +347,7 @@ backupExtension); 0xnn 3 Door trigger nn (*) 0x00 4 White carpet 0x01 4 Plain red carpet - 0x02 4 Red carpet w/drawin + 0x02 4 Red carpet w/drawing 0x00 5 Spikes in (**) 0x01 5 Spikes going out 1 0x02 5 Spikes going out 2 @@ -360,7 +360,7 @@ backupExtension); The initial spike state is stored. Only type 0 allows the spike animation. Upper door slot (4): - The type of the carpet is stored in the palace enviornment. + The type of the carpet is stored in the palace environment. 4.4.3 Room linking This section describes the links block. @@ -369,14 +369,14 @@ backupExtension); is stored. There is no screen mapping, just screen linking. The links block has 24 sub-blocks of 4 bytes each. All those sub-blocks - has its own correspondance with a screen (the block starting at 0 is + has its own correspondence with a screen (the block starting at 0 is related to the screen 1 and the block starting at with 92 is related to screen 24). Each block of 4 bytes stores the links this screen links to reserving one byte per each side in the order left (0), right (1), up (2), down (3). The number 0 is used when there is no screen there. Cross links should be made to allow the kid passing from a screen to - another and then comming back to the same screen but it's not a must. + another and then coming back to the same screen but it's not a must. 4.4.4 Guard handling This section specifies the blocks: guard_location, guard_direction, @@ -420,7 +420,7 @@ backupExtension); specifications. 4.4.6 Door events - This section explains how the doors are handled and speficies the blocks + This section explains how the doors are handled and specifies the blocks door I and II. First of all he have to define what an event line is in this file. An event @@ -436,7 +436,7 @@ backupExtension); Each event line has an ID from 0 to 255. An event has the ID of the first event line in it. - In section 4.4.2 it is explined how a door trigger is associated to an + In section 4.4.2 it is explained how a door trigger is associated to an event ID. Those are the tiles that starts the event depending on what are them: closers or openers. @@ -505,4 +505,3 @@ Just raw sound with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled "GNU Free Documentation License". -