Rockford

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Rockford
Rockford.png
Mod-Rockford.png
Levels?Tick.png Editable
Tiles?Tick.png Editable
Sprites?Tick.png Editable
Fullscreen?Tick.png Editable
Sound?X mark.svg Not editable
Music?N/A
Text?X mark.svg Not editable
Story/cutscenes?N/A
UI/menus?X mark.svg Not editable
Demos?Unknown

This is a classic puzzle game reminiscent of Boulder Dash, but with slightly more levels.

Tools

The following tools are able to work with this game.

Name PlatformGroup/archives Levels Graphics Music Sounds Text Saves .exe patch Notes
Camoto Linux/WindowsN/AEditEditN/ANoNoN/ANo
RFEdit DOS/QuickBASICN/AEditNoN/ANoNoN/ANo
MCE AmigaOS/MorphOSN/AEditEditNoNoNoN/ANo Also high score editing


File formats

File name Description
*.car
*.fil
320×200 images in graphic-planar EGA data
celldata.bin Game levels. 40 levels of 40×22 tiles, with one byte per tile.

Image Palettes

Almost every image uses its own palette. Only main menu has the default EGA palette. There are some more palettes which belong to five hidden themes which are not included in the game.

Image Palette
Title 0 1 12 9 12 14 4 5 6 6 0 8 7 7 15 15
Menu 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Hunter 8 9 2 7 4 6 14 13 13 1 12 0 0 6 12 15
(Scuba *) 1 4 2 3 4 14 6 4 12 6 0 11 8 7 15 13
Cook 0 15 7 14 4 2 12 14 4 6 14 12 9 9 15 15
(Player *) 2 14 8 1 6 4 12 0 0 0 8 7 7 15 14 15
Cowboy 1 10 6 4 12 8 14 12 7 9 10 0 8 7 7 15
(Music *) 8 6 2 9 4 4 12 12 15 0 0 5 12 14 0 15
Space 8 9 14 3 9 5 15 12 14 4 6 11 14 0 14 15
(Luck *) 1 7 11 15 14 12 0 0 7 15 10 2 0 13 14 15
Body 0 7 4 3 12 7 15 15 8 8 12 12 12 13 13 15
(Miner *) 0 7 2 1 4 14 6 13 8 10 8 12 12 14 12 6

* No image included for this palette

Mapping level codes to tile images

The bytes in celldata.bin directly map to tiles in the tileset (so 0x00 maps to the first tile, 0x01 to the second, and so on) providing the tileset images are split up correctly. This means the first few images are spaced differently to the rest, even though all tiles are 16×16 pixels in size. Tile value 0x03 is also a special case as it appears blank in the tileset, but is actually drawn as tile 5 (tilecode 0x04).

Note that although this correctly maps all codes to images, many codes are not used and are treated like tilecode 0x01 (the grass you can clear by walking through.) The following tile codes appear to be the only valid ones:

0x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07,
0x08, 0x09, 0x0A, 0x0B, 0x0C,
0x10,
0x28, 0x2C, 0x2D, 0x2E,
0x30, 0x34, 0x35, 0x36, 0x37,
0x38,
0x53,
0x70, 0x74, 0x7C,
0x80, 0x82, 0x84, 0x88,
0xC4,

Note that those from 0x03 to 0x09 all appear the same, but some of them are walls which only appear after the player walks through them. Each code appears to be subtly different, such as the map cell only changing into a solid block after walking through it in a particular direction.

Notes

  • Apparently the graphics files are directly converted from the Amiga version, and the game uses a custom palette to make them appear as normal EGA colours. As some colours are set to the same palette entry, the game ends up having fewer than 16 colours available (and changing the palette in an image editor reveals more detail in the game's graphics, not normally visible.) Ironically this is one of the few games that change the EGA palette, but instead of doing so to give the illusion of more colours, the number of available colours has been reduced.
  • One of the tiles in the Hunter tileset is drawn at (225,24) instead of (224,24). Since this is an animating tile, one of the frames in the game is off by a pixel.