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Oct 27th, 2012
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  1. The world map is made up of rooms and has a size of 64x64 screens.
  2. A room can have a size ranging from 1x1 screens to 4x4 screens.
  3. A screen in 16x16 tiles.
  4. A tile is 40x40 pixels.
  5.  
  6. Tentative title: S-NET
  7. traps anything whose name starts with S
  8.  
  9.  
  10.  
  11. ===WORLD.DAT FORMAT===
  12.  
  13. Everything is big-endian, unsigned.
  14. The numbers in parenthesis indicate the number of bits used to encode a value.
  15.  
  16. # of rooms (8)
  17. for each room:
  18. x pos on map in screens (6)
  19. width in screens - 1 (2)
  20. y pos on map in screens (6)
  21. height in screens - 1 (2)
  22. for each row of tiles:
  23. for each tile:
  24. tile (8, sometimes 16)
  25. red color component (2)
  26. green color component (2)
  27. blue color component (2)
  28. music (5)
  29. # of background layers (5)
  30. for each background layer:
  31. x motion in pixels per frame / 2 + 16 (5)
  32. x parallax motion as a fraction of camera motion * 7 (3)
  33. y motion in pixels per frame / 2 + 16 (5)
  34. y parallax motion as a fraction of camera motion * 7 (3)
  35. image width in tiles - 1 (4)
  36. image height in tiles - 1 (4)
  37. # of drawn objects on the image (8)
  38. for each drawn object:
  39. type (3)
  40. red color component (3)
  41. green color component (3)
  42. blue color component (3)
  43. x pos in pixels (10)
  44. y pos in pixels (10)
  45. width in pixels - 1 (8)
  46. height in pixels - 1 (8)
  47.  
  48.  
  49.  
  50. ===TILES===
  51.  
  52. 26 basics (same as N but without the 8 curved tiles)
  53. 4 platformy (spikes, bouncy, destroyable, immobile oneway)
  54. 136 movement (1-1, 1-2, 2-2, 1-3, 2-3, 3-3, 1-4, ... , 15-16, 16-16)
  55. ^ 1 byte follows: oneway (1), direction (2), speed (2), pause (2), easing (1)
  56. 30 wires (1 straight, 4 bent, 4 intersection, 1 cross, plus all of these midair, plus all of
  57.  
  58. these destroyable)
  59. 12 binary start logic gates (4 direction and, or, xor)
  60. 2 unary, binary extension logic gates (not, buffer)
  61. 5 logic inputs (levers, buttons, lasers, slow alternator, fast alternator)
  62. 4 logic outputs (doors, lasers, small bomb, big bomb)
  63. 6 permanant powerups (jump, speed, health, weapon1, weapon2, weapon3)
  64. 3 temporary powerups (ammo, health, invincibility)
  65. 1 savepoint
  66. 5 bosses
  67. 22 enemies
  68. this adds up to 256
  69.  
  70.  
  71. enemy ratios:
  72.  
  73. 2 flying ranged (rotating shields, bland)
  74. 4 flying melee (bland, rotating shields, enemy picker-upper, networker)
  75. 3 ground ranged (spawn blands, glass cannon, curly-esque)
  76. 15 ground melee:
  77. -bland
  78. -networkers:
  79. -shield
  80. -explode on death
  81. -high speed
  82. -same as networkers but without networking ability
  83. -front shield
  84. -teleporter/dodger
  85. -cowardly/hit-and-run
  86. -fire sword that dispels blocks/grapples
  87. -bull, charges on sight, but can't turn around, both invincible and normal variants
  88. -monkeys? (climbing)
  89.  
  90.  
  91. ===WEAPONS===
  92. 3 available weapons in a given playthru
  93. 3 chars to select from
  94.  
  95. *unique
  96.  
  97. scout (speed=health (maybe more, because weaker weapons?)): grapple, blox, *wind
  98. soldier (speed<health): ricochet, *shotgun, blox
  99. spy (speed>health): ricochet, grapple, *parasol
  100.  
  101. the three shared are grapple, blox, ricochet
  102. scout: wind replaces ricochet
  103. soldier: shotgun replaces grapple
  104. spy: parasol replaces blox
  105.  
  106.  
  107.  
  108. ===BOSSES===
  109. aircraft you have to destroy without falling off of
  110. splitting slime
  111. hostile environments (i.e. vacuum)
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