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; Super Mario Limitless overworld file format (.wld)
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name=Overworld File Format
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; Will be kept as much like INI files as possible (static, anim, scenery, and path will probably not)
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author=smc_gamer
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; {Braces} represent material that is still being decided
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project=This will be used for projects later on, for now this field is useless.
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start=0,0 // The top-left corner of the overworld
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; General world info
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size=1024,1024 // The size of the overworld
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[/header]
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name    = World 1             ; Specified in world editor
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author  = smc_gamer/Joey      ; Specified in world editor
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[static] // Static tiles
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project = Super Mario Project ; Project that file will be associated with
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1,5,32,32
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start   = 0,0                 ; The top-left corner of the overworld
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// 1: The tile's number in this file.  Increments for every tile.
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size    = 1024,1024           ; The size of the overworld
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// 5: The tile's ID number, used to load the configuration for it.
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// 32: The tile's X-position on the worldmap.
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; List of static tiles, tile number increments by tile and ID is used to associate tile with its config
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// 32: The tile's Y-position on the worldmap.
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[static]
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1,5,32,32                     ; Tile number in file, ID #, x-position, y-position
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[/static]
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[anim] // Animated tiles
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; List of animated tiles, same format but IDs refer to a different set of tiles
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1,18,64,192 // Same format as the static tiles, but the IDs here refer to a different set of tiles.  Subject to change.
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[anim]
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2,36,128,384
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1,18,64,192
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[/anim]
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2,36,128,384 
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; {To be completed}
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[/scenery]
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[path] // Path tiles
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; Path tiles
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1,892,12,24,yes // Same format as above.  The "yes" and "no" determine if the tile is revealed.
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[path]
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1,892,12,24,yes               ; The "yes" and "no" determine if the tile is revealed
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[/path]
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[level] // Level tiles
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; Level tiles {we can write these like tiles (confusing), or we can write them like an INI (longer)}
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1,30,16,64,yes,level1.lvl,Level Display Name,Coins Collected
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[level]
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// This one's a bit odd.  The first four numbers are number, ID, position, and revealed state, same as above.
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number  = 1                   ; Level number in project
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// The "level1.lvl" is the path to the level, and the "Level Display Name" is what will be used on the borders.
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id      = 30                  ; {What is this for?}
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// "Coins Collected" actually refers to the number of Yoshi Coins/Star Coins/Whatever the collectable is.  It will be saved after the end of every level, and will be tied to the eventual "projects" field.
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x       = 16                  ; X position
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[/level]
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y       = 64                  ; Y position
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reveal  = yes                 ; Whether level is revealed or not {maybe this should be in save file}
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[music] // Music tiles
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path    = level1.lvl          ; Path to level, by default it should be in same directory as world file
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1,world_music1.mp3,82,28 // Roughly the same as a static tile, but with the music's filename as opposed to an ID.
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display = Green Grass Stuff   ; Level's display name
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[/music]
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coins   = 5                   ; How many special coins are collected {tied to "projects field"}
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// Revision 1, published 3/9/2012.
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; Music tiles {setting the music to the world file would eliminate the need for multiple INI sections}
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// I'll add WorldPlayer stuff when I have that determined.
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[music]
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// Oh, and the actual code won't support comments, unless any of you want it to.
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number  = 1                   ; {What is this for?}
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source  = world_music1.mp3    ; Music file {MP3 and WAV should be supported}
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x       = 82                  ; X position {not necessary if music is set to world file}
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y       = 28                  ; Y position
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; Revision 2, published 4/3/2012.
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; WorldPlayer will be added once determined (if necessary).