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- STRUCTURE OF .PLAY FILE
- 0 - Character ID(?) - Is written during .play's compilation, depends on the character selected in the editor? Doesn't seem to affect anything. Same on all floors.
- -1 - The Minus One - Is always there, right on line 2.
- 3rd and later lines are objects and walls.
- STRUCTURE OF OBJECT IN .OBJ
- A 1583 - Editor Object ID
- B 114 - X Coordinate
- C 545 - Y Coordinate
- D 392 - Sprite ID
- E 0 - Rotation
- F 236 - Object ID
- G 0 - Frame/Animation Speed
- STRUCTURE OF OBJECT IN .PLAY
- F 236 - Object ID
- B 114 - X Coordinate
- C 545 - Y Coordinate
- D 392 - Sprite ID
- E 0 - Rotation
- G 0 - Frame/Animation Speed
- STRUCTURE OF WALL IN .WLL
- A 31 - Object ID
- B 96 - X Coordinate
- C 512 - Y Coordinate
- D 100 - Sprite
- E 0 - Unknown - Rotation?
- STRUCTURE OF WALL IN .PLAY
- A 31 - Object ID
- B 96 - X Coordinate
- C 512 - Y Coordinate
- D 100 - Sprite ID
- E 0 - Unknown - Rotation?
- X 86 - Random - New line. Changes to a random number every time the .play is compiled, with the same number across all wall instances.
- STRUCTURE OF SCREEN TRANSITION IN .OBJ
- A 2297 - Editor Object ID
- B 264 - X Position
- C 408 - Y Position
- D 26 - Vertical Length
- E 1 - Horizontal Length
- F 0 - Vertical Direction of Screen Transition (-2 is left, 2 is right)
- G -2 - Horizontal Direction of Screen Transition (2 is down, -2 is up)
- H 1 - Desination Floor ID (1st floor being 0)
- I 0 - Relative Destination X Position
- J 0 - Relative Destination Y Position
- STRUCTURE OF SCREEN TRANSITION IN .PLAY
- A 124 - Editor Object ID converted to the in-game object ID (2297->124)
- B 264 - X Position
- C 408 - Y Position
- D 26 - Vertical Length
- E 1 - Horizontal Length
- F 0 - Vertical Direction of Screen Transition (-2 is left, 2 is right)
- G -2 - Horizontal Direction of Screen Transition (2 is down, -2 is up)
- H 1 - Destination Floor ID (1st floor being 0)
- I 0 - Relative Destination X Position
- J 0 - Relative Destination Y Position
- STRUCTURE OF ELEVATOR IN .OBJ
- A 2410 - Editor Object ID
- B 200 - X Position
- C 296 - Y Position
- D 0 - Rotation
- E 1 - Destination Floor ID (1st floor being 0)
- F 0 - Relative Destination X Position
- G 0 - Relative Destination Y Position
- STRUCTURE OF ELEVATOR IN .PLAY
- A 810 - Editor Object ID converted to the in-game object ID (2410->810)
- B 200 - X Position
- C 296 - Y Position
- D 0 - Rotation
- E 1 - Destination Floor ID (1st floor being 0)
- F 0 - Relative Destination X Position
- G 0 - Relative Destination Y Position
- STRUCTURE OF BARRIER IN .OBJ AND .PLAY (it's the same)
- A 2411 - Object ID
- B 224 - X Position
- C 448 - Y Position
- D 4 - Length
- E 270 - Angle
- STRUCTURE OF DOORS IN .OBJ AND .PLAY (it's the same (and yeah doors are objects and not walls apparently, go figure))
- A 25 - Object ID
- B 96 - X Coordinate
- C 576 - Y Coordinate
- D 91 - Sprite ID
- E 0 - Mirrored?
- F 0 - Locked?
- G 0 - Cutscene?
- STRUCTURE OF ENTRY IN .OBJ
- A 2412 - Editor Object ID
- B 160 - X Position
- C 608 - Y Position
- D 13 - Horizontal Length
- E 1 - Vertical Length
- F 4356 - 4355 if vertical, 4356 if horizontal
- G 0 - Vertical Direction of Entry (left is -1, right is 1)
- H 1 - Horizontal Direction of Entry (up is -1, down is 1)
- STRUCTURE OF ENTRY IN .PLAY
- A 303 - Editor Object ID converted to the in-game object ID (2412->302(vertical)/303(horizontal) )
- B 160 - X Position
- C 608 - Y Position
- D 13 - Horizontal Length
- E 1 - Vertical Length
- X 1 - Direction of Entry (left is -1, right is 1, up is -1, down is 1)
- STRUCTURE OF DARKNESS IN .OBJ AND .PLAY (it's the same)
- A 1417 - Object ID
- B 504 - NW Corner X Coordinate
- C 616 - SE Corner X Coordinate
- D 648 - NW Corner Y Coordinate
- E 744 - SE Corner Y Coordinate
- STRUCTURE OF RAIN IN .OBJ AND .PLAY (it's the same)
- A 663 - Object ID
- B 1 - Count of Rain Objects (NOTE: the next 4 lines are repeated for every instance)
- C 368 - NW Corner X Coordinate
- D 640 - SE Corner X Coordinate
- E 360 - NW Corner Y Coordinate
- F 584 - SE Corner Y Coordinate
- STRUCTURE OF LIGHT OVERLAY IN .OBJ AND .PLAY (it's the same)
- A 1770 - Object ID
- B 0 - Type (0 for Sunset, 1 for Daylight)
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