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	<updated>2026-05-15T09:03:51Z</updated>
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	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Eye_of_the_Beholder_Maze_Format&amp;diff=11916</id>
		<title>Eye of the Beholder Maze Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Eye_of_the_Beholder_Maze_Format&amp;diff=11916"/>
		<updated>2024-05-21T12:25:35Z</updated>

		<summary type="html">&lt;p&gt;ReverseEngineer: Added info about tile-side definition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the maze format in [[Eye of the Beholder]], which are saved in &amp;lt;tt&amp;gt;.MAZ&amp;lt;/tt&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
The 2D-View is calculated by a map of the &amp;quot;view-cone&amp;quot; for each view direction. The tile-sides which point towards the players direction plus the left/right sides depending on the side of the cones center are used.&lt;br /&gt;
&lt;br /&gt;
{{TODO|Add grid display of &amp;quot;View-Cone&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TODO|Give general description of the way the format works}}&lt;br /&gt;
&lt;br /&gt;
{{TODO|Add [[Template:Map Infobox]]. Will need a new type for &amp;quot;2D maze viewed in first person 3D&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Eye of the Beholder]]&lt;br /&gt;
&lt;br /&gt;
Generally all new calculated positions are clamped using binary AND. Example: [New Position] &amp;amp; 0x3FF. This creates a wraparound effect which is used in EOB1 for the Spider-Level for a long hallway which extends the maximum 32 Tiles in the Y-Direction.&lt;br /&gt;
&lt;br /&gt;
The same format is used in Lands of Lore but compressed with [[Westwood LCW|LCW compression]], and using the file extension &amp;lt;tt&amp;gt;.CMZ&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| INT16 || Width of map (Just information, hardcoded in EOB1 + EOB2)&lt;br /&gt;
|-&lt;br /&gt;
| INT16 || Height of map (Just information, hardcoded in EOB1 + EOB2)&lt;br /&gt;
|-&lt;br /&gt;
| INT16 || Size of Tile in CHAR (Just information, hardcoded in EOB1 + EOB2)&lt;br /&gt;
|-&lt;br /&gt;
| CHAR[1024][4] || Map data with tile-sides NORTH, EAST, SOUTH, WEST as defined hardcoded for the numbers 0..24 which are reserved for &lt;br /&gt;
* 0: No Wall&lt;br /&gt;
* 1, 2: Fixed walls with no decoration&lt;br /&gt;
* 3 - 7: Door type one with button (For all tilesides: State from &amp;quot;closed&amp;quot; to &amp;quot;open&amp;quot;)&lt;br /&gt;
* 8 - 12: Door type one without button&lt;br /&gt;
* 13 - 17: Door type two with button&lt;br /&gt;
* 18 - 22: Door type two without button&lt;br /&gt;
* 23: Stair up&lt;br /&gt;
* 24: Stair down&lt;br /&gt;
* 25: Doorpole type 1&lt;br /&gt;
* 27: Bottom pit&lt;br /&gt;
* 28: Door pole	type 2&lt;br /&gt;
* 30: Pidgeon hole in wall&lt;br /&gt;
* 31: Stuck door Type 1 (can be forced open)&lt;br /&gt;
* 32: Stuck door Type 2 (can be forced open)&lt;br /&gt;
* 45: Teleport (Animated stars)&lt;br /&gt;
(see below S_TILESIDE)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The information about the tile sides can be overwritten by info coming from level INF-Files&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ S_TILESIDE&lt;br /&gt;
|-&lt;br /&gt;
! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| CHAR || Number of wall graphics&lt;br /&gt;
* 0: None&lt;br /&gt;
* 1: Solid wall type 1&lt;br /&gt;
* 2: Solid wall type 2&lt;br /&gt;
* 3: Doorway&lt;br /&gt;
* 4: Stair up&lt;br /&gt;
* 5: Stair down&lt;br /&gt;
* 6: Magic doorway (triggered by stone item. Trigger item picture is hidden by decoration)&lt;br /&gt;
|-&lt;br /&gt;
| CHAR || Number of decoration on this wall (can by at bottom or ceiling, too)&lt;br /&gt;
|-&lt;br /&gt;
| CHAR || Standard-Event to trigger if clicked on this wall&amp;lt;br/&amp;gt;&lt;br /&gt;
EVENT_DEC_NONE         0&amp;lt;br /&amp;gt;&lt;br /&gt;
EVENT_DEC_DOORKNOB     1&amp;lt;br /&amp;gt;&lt;br /&gt;
EVENT_DEC_DOORFORCE    2&amp;lt;br /&amp;gt;&lt;br /&gt;
EVENT_DEC_DOORPRY      3&amp;lt;br /&amp;gt;&lt;br /&gt;
EVENT_DEC_STAIRUP      4&amp;lt;br /&amp;gt;&lt;br /&gt;
EVENT_DEC_STAIRDOWN    5&amp;lt;br /&amp;gt;&lt;br /&gt;
EVENT_DEC_HANDLEON     6&amp;lt;br /&amp;gt;&lt;br /&gt;
EVENT_DEC_HANDLEOFF    7&amp;lt;br /&amp;gt;&lt;br /&gt;
EVENT_DEC_KEYHOLE      8&amp;lt;br /&amp;gt;&lt;br /&gt;
EVENT_DEC_KEYSTUCK     9&amp;lt;br /&amp;gt;&lt;br /&gt;
EVENT_DEC_PIDGEONHOLE 10&amp;lt;br /&amp;gt;&lt;br /&gt;
EVENT_DEC_MESSAGE     11&amp;lt;br /&amp;gt;&lt;br /&gt;
EVENT_DEC_BOTTOMHOLE  12&lt;br /&gt;
|-&lt;br /&gt;
| CHAR || Info-Bits (Which kind of thing can pass...)&amp;lt;br /&amp;gt;&lt;br /&gt;
MAZE_FSIDE_PASSBIG      0x01 (Player an big thrown items e.g sword)&amp;lt;br /&amp;gt;&lt;br /&gt;
MAZE_FSIDE_PASSSMALL    0x02 (Small thrown items e.g. stone -- for grate doors)&amp;lt;br /&amp;gt;&lt;br /&gt;
MAZE_FSIDE_PASSMONSTER  0x04&amp;lt;br /&amp;gt;&lt;br /&gt;
MAZE_FSIDE_ISDOOR       0x08&amp;lt;br /&amp;gt;&lt;br /&gt;
MAZE_FSIDE_DOORISOPEN   0x10&amp;lt;br /&amp;gt;&lt;br /&gt;
MAZE_FSIDE_DOORISCLOSED 0x20&amp;lt;br /&amp;gt;&lt;br /&gt;
MAZE_FSIDE_HASDOORKNOB  0x40&amp;lt;br /&amp;gt;&lt;br /&gt;
MAZE_FSIDE_ONLYDEC	0x80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Westwood Studios File Formats]]&lt;/div&gt;</summary>
		<author><name>ReverseEngineer</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Eye_of_the_Beholder_Maze_Format&amp;diff=11908</id>
		<title>Eye of the Beholder Maze Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Eye_of_the_Beholder_Maze_Format&amp;diff=11908"/>
		<updated>2024-05-17T05:59:15Z</updated>

		<summary type="html">&lt;p&gt;ReverseEngineer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Generally all new calculated positions are clamped using binary and. Example: [New Position] &amp;amp; 0x3FF. This creates a wraparound effect which is used in EOB1 for the Spider-Level for a long hallway which extends the maximum 32 Tiles in the Y-Direction.&amp;lt;br /&amp;gt;&lt;br /&gt;
The same format is used in Lands of Lore but compressed with type 4 compression and uses the file extension &amp;quot;CMZ&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| INT16 || Width of map (Just information hardcoded in EOB1 + EOB2)&lt;br /&gt;
|-&lt;br /&gt;
| INT16 || Height of map (Just information hardcoded in EOB1 + EOB2)&lt;br /&gt;
|-&lt;br /&gt;
| INT16 || Size of Tile in CHAR&lt;br /&gt;
|-&lt;br /&gt;
| CHAR[1024][4] || Map data with tile-sides NORTH, EAST, SOUTH, WEST as defined hardcoded for the numbers 0..24 which are reserved for &lt;br /&gt;
* 0: No Wall&lt;br /&gt;
* 1, 2: Fixed walls with no decoration&lt;br /&gt;
* 3 - 7: Door type one with button (For all tilesides: State from &amp;quot;closed&amp;quot; to &amp;quot;open&amp;quot;)&lt;br /&gt;
* 8 - 12: Door type one without button&lt;br /&gt;
* 13 - 17: Door type two with button&lt;br /&gt;
* 18 - 22: Door type two without button&lt;br /&gt;
* 23: Stair up&lt;br /&gt;
* 24: Stair down&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ReverseEngineer</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Eye_of_the_Beholder_Maze_Format&amp;diff=11907</id>
		<title>Eye of the Beholder Maze Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Eye_of_the_Beholder_Maze_Format&amp;diff=11907"/>
		<updated>2024-05-16T08:43:24Z</updated>

		<summary type="html">&lt;p&gt;ReverseEngineer: Created page. With infoformations as well as I can remember them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Generally all new calculated positions are clamped using binary and. Example: [New Position] &amp;amp; 0x7FF. This creates a wraparound effect which is used in EOB1 for the Spider-Level for a long hallway which extends the maximum 32 Tiles in the Y-Direction.&amp;lt;br /&amp;gt;&lt;br /&gt;
The same format is used in Lands of Lore but compressed with type 4 compression and uses the file extension &amp;quot;CMZ&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| INT16 || Width of map (Just information hardcoded in EOB1 + EOB2)&lt;br /&gt;
|-&lt;br /&gt;
| INT16 || Height of map (Just information hardcoded in EOB1 + EOB2)&lt;br /&gt;
|-&lt;br /&gt;
| INT16 || Size of Tile in CHAR&lt;br /&gt;
|-&lt;br /&gt;
| CHAR[1024][4] || Map data with tile-sides NORTH, EAST, SOUTH, WEST as defined hardcoded for the numbers 0..24 which are reserved for &lt;br /&gt;
* 0: No Wall&lt;br /&gt;
* 1, 2: Fixed walls with no decoration&lt;br /&gt;
* 3 - 7: Door type one with button (For all tilesides: State from &amp;quot;closed&amp;quot; to &amp;quot;open&amp;quot;)&lt;br /&gt;
* 8 - 12: Door type one without button&lt;br /&gt;
* 13 - 17: Door type two with button&lt;br /&gt;
* 18 - 22: Door type two without button&lt;br /&gt;
* 23: Stair up&lt;br /&gt;
* 24: Stair down&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ReverseEngineer</name></author>
	</entry>
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