Talk:God of Thunder Level Format
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Structure according to sources
'Description number of bytes START END<p> 'char Grilla icon[12][20] 240 0 240<br> 'char bg_color; //240 background color 1 240 241 'char type; //241 music 1 241 242 'char actor_type[16]; //242 type of enemies (12 max) 16 242 258 'char actor_loc[16]; //254 location of enemies 16 258 274 'char actor_value[16]; //pass value 16 274 290 'char pal_colors[3] //change 251,253,254 to these three 3 290 293 'char actor_invis[16]; ^ wrong numbers? 16 293 309 'char extra[13] 13 309 322 'char static_obj[30] //302 static objects (treasure, keys,etc) 30 322 352 'int static_x[30] //332 X coor of static objects 60 352 412 'int static_y[30] //392 Y coor of static objects 60 412 472 'char new_level[10]; //452 level jump for icon 200-204 10 472 482 'char new_level_loc[10]; //462 grid location to jump in to 10 482 492 'char area; //472 game area (1=forest,etc) 1 492 493 'char actor_dir[16]; //initial dir 16 493 509 'char future[3]; //473 3 509 512 ------------------------------^ wrong numbers in column
Changes according to the structure according to the sources LuisCoCo (talk) 18:05, 31 May 2023 (GMT)