Swords of Glass map format
Format type | Map/level |
Map type | 2D cell-based |
Layer count | 1 |
---|
Cell dimensions | 25×25 |
Games | |
The Swords of Glass map format is used to store the layout of the dungeon. There are eight dungeon levels, each level consists of 25×25 rooms, each room has 4 potential walls, an item, and a special type. The file has no header. Most of the wall, object, and special types have been catalogued, but some are still unknown.
File Format
Each room is 6 bytes, there are 25×25 rooms per level of the dungeon stored top-to-bottom, left-to-right, and there are 8 floors. This comes to 3,750 bytes per floor, and 30,000 bytes for the entire dungeon.
Data type |
Name |
Description
|
UINT8 |
Wall North |
Type of northern wall.
|
UINT8 |
Wall East |
Type of eastern wall.
|
UINT8 |
Wall South |
Type of southern wall.
|
UINT8 |
Wall West |
Type of western wall.
|
UINT8 |
Object |
Type of object in this room
|
UINT8 |
Special |
Special information about this room.
|
Wall Types
The wall types are as follows:
Value |
Wall Description
|
0 |
Open
|
1 |
Solid wall
|
2 |
Door
|
3 |
Green Lock
|
4 |
Torch
|
5 |
|
6 |
Spider
|
7 |
Gargoyle
|
8 |
Leech
|
9 |
Jewel
|
10 |
Hallow Sound
|
11 |
Red Lock
|
12 |
Gold Lock
|
Object Types
The object types are as follows:
Value |
Wall Description
|
0 |
None
|
1 |
Chest
|
2 |
Stairs Up
|
3 |
Stairs Down
|
4 |
Fire
|
5 |
Rubble
|
6 |
Stalactites
|
7 |
Unknown - Perhaps an enemy spawn point?
|
8 |
Teleporter
|
9 |
Tripwire
|
10 |
Pit
|
11 |
Pit w/ Poison
|
12 |
Spinner
|
13 |
Sliding Walls
|
14 |
Elevator
|
15 |
Statue
|
16 |
Dark
|
17 |
Chest w/ Item
|
18 |
|
19 |
Trap Stairs Down
|
20 |
|
21 |
Quicksand
|
22 |
Toll
|
23 |
Rope
|
24 |
Anti-Magic Zone
|
25 |
Weakness
|
26 |
Bonus?
|
27 |
|
28 |
Message
|
29 |
|
30-65 |
Riddle
|
Special Types
The wall types are as follows:
Value |
Wall Description
|
0 |
Nothing
|
1 |
Walls have green lines.
|
2 |
Walls have red lines.
|
3 |
Walls have brown lines.
|
0-34 |
If Object Type is #28 (message), this value will be the message index to display.
|
0-49 |
If Object Type is #17 (chest w/item), this value will be the index of the item it contains. 0 - Random.
|