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- The world map is made up of rooms and has a size of 64x64 screens.
- A room can have a size ranging from 1x1 screens to 4x4 screens.
- A screen in 16x16 tiles.
- A tile is 40x40 pixels.
- Tentative title: S-NET
- traps anything whose name starts with S
- ===WORLD.DAT FORMAT===
- Everything is big-endian, unsigned.
- The numbers in parenthesis indicate the number of bits used to encode a value.
- # of rooms (8)
- for each room:
- x pos on map in screens (6)
- width in screens - 1 (2)
- y pos on map in screens (6)
- height in screens - 1 (2)
- for each row of tiles:
- for each tile:
- tile (8, sometimes 16)
- red color component (2)
- green color component (2)
- blue color component (2)
- music (5)
- # of background layers (5)
- for each background layer:
- x motion in pixels per frame / 2 + 16 (5)
- x parallax motion as a fraction of camera motion * 7 (3)
- y motion in pixels per frame / 2 + 16 (5)
- y parallax motion as a fraction of camera motion * 7 (3)
- image width in tiles - 1 (4)
- image height in tiles - 1 (4)
- # of drawn objects on the image (8)
- for each drawn object:
- type (3)
- red color component (3)
- green color component (3)
- blue color component (3)
- x pos in pixels (10)
- y pos in pixels (10)
- width in pixels - 1 (8)
- height in pixels - 1 (8)
- ===TILES===
- 26 basics (same as N but without the 8 curved tiles)
- 4 platformy (spikes, bouncy, destroyable, immobile oneway)
- 136 movement (1-1, 1-2, 2-2, 1-3, 2-3, 3-3, 1-4, ... , 15-16, 16-16)
- ^ 1 byte follows: oneway (1), direction (2), speed (2), pause (2), easing (1)
- 30 wires (1 straight, 4 bent, 4 intersection, 1 cross, plus all of these midair, plus all of
- these destroyable)
- 12 binary start logic gates (4 direction and, or, xor)
- 2 unary, binary extension logic gates (not, buffer)
- 5 logic inputs (levers, buttons, lasers, slow alternator, fast alternator)
- 4 logic outputs (doors, lasers, small bomb, big bomb)
- 6 permanant powerups (jump, speed, health, weapon1, weapon2, weapon3)
- 3 temporary powerups (ammo, health, invincibility)
- 1 savepoint
- 5 bosses
- 22 enemies
- this adds up to 256
- enemy ratios:
- 2 flying ranged (rotating shields, bland)
- 4 flying melee (bland, rotating shields, enemy picker-upper, networker)
- 3 ground ranged (spawn blands, glass cannon, curly-esque)
- 15 ground melee:
- -bland
- -networkers:
- -shield
- -explode on death
- -high speed
- -same as networkers but without networking ability
- -front shield
- -teleporter/dodger
- -cowardly/hit-and-run
- -fire sword that dispels blocks/grapples
- -bull, charges on sight, but can't turn around, both invincible and normal variants
- -monkeys? (climbing)
- ===WEAPONS===
- 3 available weapons in a given playthru
- 3 chars to select from
- *unique
- scout (speed=health (maybe more, because weaker weapons?)): grapple, blox, *wind
- soldier (speed<health): ricochet, *shotgun, blox
- spy (speed>health): ricochet, grapple, *parasol
- the three shared are grapple, blox, ricochet
- scout: wind replaces ricochet
- soldier: shotgun replaces grapple
- spy: parasol replaces blox
- ===BOSSES===
- aircraft you have to destroy without falling off of
- splitting slime
- hostile environments (i.e. vacuum)
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