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; Super Mario Limitless overworld file format (.wld)
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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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; {Braces} represent material that is still being decided
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; General world info
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[world]
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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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project = Super Mario Project ; Project that file will be associated with
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start   = 0,0                 ; The top-left corner of the overworld
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size    = 1024,1024           ; The size of the overworld
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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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[static]
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5,32,32                     ; ID #, x-position, y-position
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13,128,512
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\custom\worldtile1.cfg,256,1024	; Custom tiles use a filepath to config file
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; List of animated tiles, same format but IDs refer to a different set of tiles
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[anim]
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18,64,192
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36,128,384
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\custom\worldatile1.cfg,256,768
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; {To be completed}
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[scenery]
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; Path tiles
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; Indexes are being kept for paths, players, and level tiles because they are also used in the save file
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[path]
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0,12,24,5		; ID, X position, Y position, exit number (Path tiles use a different ID space)
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1,24,48,5
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\custom\path1.cfg,48,96,5
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4,64,128,5
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[player]
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0,64,64 ; WorldPlayers use separate ID space
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; WorldPlayers use the above coords only when starting for the first time, after that it's the save file that stores coords
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; Starting coords must be on a path tile or it won't work
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\custom\worldplayer1.cfg,128,128
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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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; not yet finalized
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[level]
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id      = 30                  ; Level tile ID
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position= 640,480
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path    = level1.lvl          ; Relative path to level, by default it should be in same directory as world file
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display = Green Grass Stuff   ; Level's display name
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exits	= 2		      ; The number of exits this level has
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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)
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revealOn= 5		      ; The exit that, when triggered, reveals this tile
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id	= \custom\leveltile.cfg
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position= 1280,720
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reveal	= no
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path	= level2.lvl
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display	= Explosions and Whatnot
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exits	= 1
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exitdata= 2l
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revealOn= 8
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id	= 65		     ; Lockable Level Tile entry
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position= 1280,720
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path	= level3.lvl
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display	= Cliche Water Cave
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exits	= 0
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exitdata= smb3	             ; Point of distinction between standard and SMB3-style level tiles
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revealOn= -1		     ; If set to -1, it's always revealed
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[pipe]
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id		= 5		     ; Pipe tile ID
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position	= 160, 80
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display 	= Pipe to the Sky Dimension
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section		= 3		     ; Which section this pipe leads to
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destination	= 1600, 900	     ; Where on the world this pipe leads to
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revealOn	= 6		     ; Which exit reveals this tile (-1 for always revealed)
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id		= \custom\pipetile.cfg
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position	= 320, 240
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display		= Pipe to The End
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section		= 5		     ; Cross-section pipes will only work when the worlds are part of a project
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filename	= \world_end.wld ; Can be used when no project is being used, or if you don't know which section to use at runtime
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destination	= 1234, 5678
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revealOn	= 293
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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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[music]
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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 12, published 8/9/2012 by Celarix.
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; Revision 13, published 11/2/2012 by Celarix.
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; Version Alpha 0.04a, Build 13 (12w32a)
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; Version Alpha 0.06a, Build Nov. 2 2012