SHOW:
|
|
- or go back to the newest paste.
1 | ; Super Mario Limitless overworld file format (.wld) | |
2 | ; Will be kept as much like INI files as possible (static, anim, scenery, and path will probably not) | |
3 | ; {Braces} represent material that is still being decided | |
4 | ||
5 | ; General world info | |
6 | [world] | |
7 | name = World 1 ; Specified in world editor | |
8 | author = smc_gamer/Joey ; Specified in world editor | |
9 | project = Super Mario Project ; Project that file will be associated with | |
10 | start = 0,0 ; The top-left corner of the overworld | |
11 | size = 1024,1024 ; The size of the overworld | |
12 | ||
13 | ; List of static tiles, tile number increments by tile and ID is used to associate tile with its config | |
14 | [static] | |
15 | 5,32,32 ; ID #, x-position, y-position | |
16 | 13,128,512 | |
17 | \custom\worldtile1.cfg,256,1024 ; Custom tiles use a filepath to config file | |
18 | ||
19 | ; List of animated tiles, same format but IDs refer to a different set of tiles | |
20 | [anim] | |
21 | 18,64,192 | |
22 | 36,128,384 | |
23 | \custom\worldatile1.cfg,256,768 | |
24 | ||
25 | ; {To be completed} | |
26 | [scenery] | |
27 | ||
28 | ; Path tiles | |
29 | ; Indexes are being kept for paths, players, and level tiles because they are also used in the save file | |
30 | [path] | |
31 | - | 1,0,12,24 ; Path tiles use a different ID space |
31 | + | 0,12,24,5 ; ID, X position, Y position, exit number (Path tiles use a different ID space) |
32 | - | 2,1,24,48 |
32 | + | 1,24,48,5 |
33 | - | 3,\custom\path1.cfg,48,96 |
33 | + | \custom\path1.cfg,48,96,5 |
34 | - | 4,64,128,r ; Paths with an r on the end mean they are always revealed regardless of save file |
34 | + | 4,64,128,5 |
35 | ||
36 | ||
37 | [player] | |
38 | 0,64,64 ; WorldPlayers use separate ID space | |
39 | ; WorldPlayers use the above coords only when starting for the first time, after that it's the save file that stores coords | |
40 | ; Starting coords must be on a path tile or it won't work | |
41 | \custom\worldplayer1.cfg,128,128 | |
42 | ||
43 | ; Level tiles {we can write these like tiles (confusing), or we can write them like an INI (longer)} | |
44 | ; not yet finalized | |
45 | [level] | |
46 | id = 30 ; Level tile ID | |
47 | position= 640,480 | |
48 | - | reveal = yes ; Whether level is revealed or not {maybe this should be in save file (it will be)} |
48 | + | |
49 | display = Green Grass Stuff ; Level's display name | |
50 | exits = 2 ; The number of exits this level has | |
51 | exitdata= 0u,1d ; The number of this exit, and the directions that the each exit begins revealing tiles in (u=up, d=down, and so on) | |
52 | - | exitdir = u,d ; The directions that the each exit begins revealing tiles in (u=up, d=down, and so on) |
52 | + | revealOn= 5 ; The exit that, when triggered, reveals this tile |
53 | ||
54 | id = \custom\leveltile.cfg | |
55 | position= 1280,720 | |
56 | reveal = no | |
57 | path = level2.lvl | |
58 | display = Explosions and Whatnot | |
59 | exits = 1 | |
60 | - | exitdir = l |
60 | + | exitdata= 2l |
61 | revealOn= 8 | |
62 | ||
63 | ; Music tiles {setting the music to the world file would eliminate the need for multiple INI sections} | |
64 | [music] | |
65 | source = world_music1.mp3 ; Music file {MP3 and WAV should be supported} | |
66 | x = 82 ; X position {not necessary if music is set to world file} | |
67 | y = 28 ; Y position | |
68 | - | ; Revision 9, published 7/8/2012 by Celarix. |
68 | + | |
69 | ; Revision 10, published 7/8/2012 by Celarix. |