View difference between Paste ID: CeSp5LfD and qhhcprmq
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.