Eye of the Beholder Maze Format
This page describes the maze format in Eye of the Beholder, which are saved in .MAZ files.
The 2D-View is calculated by a map of the "view-cone" 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.
! Add grid display of "View-Cone"
! Give general description of the way the format works
! Add Template:Map Infobox. Will need a new type for "2D maze viewed in first person 3D"
Generally all new calculated positions are clamped using binary AND. Example: [New Position] & 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.
The same format is used in Lands of Lore but compressed with LCW compression, and using the file extension .CMZ.
Data Type | Description |
---|---|
INT16 | Width of map (Just information, hardcoded in EOB1 + EOB2) |
INT16 | Height of map (Just information, hardcoded in EOB1 + EOB2) |
INT16 | Size of Tile in CHAR (Just information, hardcoded in EOB1 + EOB2) |
CHAR[1024][4] | Map data with tile-sides NORTH, EAST, SOUTH, WEST as defined hardcoded for the numbers 0..24 which are reserved for
(see below S_TILESIDE) |
The information about the tile sides can be overwritten by info coming from level INF-Files
Data Type | Description |
---|---|
CHAR | Number of wall graphics
|
CHAR | Number of decoration on this wall (can by at bottom or ceiling, too) |
CHAR | Standard-Event to trigger if clicked on this wall EVENT_DEC_NONE 0 |
CHAR | Info-Bits (Which kind of thing can pass...) MAZE_FSIDE_PASSBIG 0x01 (Player an big thrown items e.g sword) |