Difference between revisions of "Legacy combos"

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(0x0B: loose)
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In the context of tiles, "legacy" refers to the group+variant combos as used in the original game's level format.
 
In the context of tiles, "legacy" refers to the group+variant combos as used in the original game's level format.
  
It includes not just the combos used in the original game, but also those ''added'' by [[SDLPoP]] and [[MININIM]].
+
It includes not just the combos used in the original game, but also those ''added'' by [[SDLPoP]] and [[MININIM]]. Such native combos are shown in '''bold text'''.
  
 
In the overview below, "d:" stands for dungeon, "p:" for palace.
 
In the overview below, "d:" stands for dungeon, "p:" for palace.
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- 0x03 Window
 
- 0x03 Window
  
- 0x04 Looks like floor (d: without shadow, p: with blue pattern)
+
'''- 0x04 Looks like floor (d: without shadow, p: with blue pattern)'''
  
- 0x05 Looks like wall (p: Blue pattern)
+
'''- 0x05 Looks like wall (p: Blue pattern)'''
  
- 0x0C Looks like floor (d: with Shadow(3), p: without blue pattern)
+
'''- 0x0C Looks like floor (d: with Shadow(3), p: without blue pattern)'''
  
- 0x0D Looks like wall
+
'''- 0x0D Looks like wall'''
  
 
- 0xFF Nothing
 
- 0xFF Nothing
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- 0x03 d:Shadow(4), p:Blue pattern with star
 
- 0x03 d:Shadow(4), p:Blue pattern with star
  
- 0x05 looks like wall (p: bit of wall stripe)
+
'''- 0x05 looks like wall (p: bit of wall stripe)'''
  
- 0x06 looks empty without shadow
+
'''- 0x06 looks empty without shadow'''
  
- 0x0D looks like wall
+
'''- 0x0D looks like wall'''
  
- 0x0E d:looks empty with Shadow(1) p:looks empty with blue pattern
+
'''- 0x0E d:looks empty with Shadow(1) p:looks empty with blue pattern'''
  
 
- 0xFF d:Nothing, p:Blue pattern
 
- 0xFF d:Nothing, p:Blue pattern
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- 0x00 Normal
 
- 0x00 Normal
  
- 0x01-0x3F 6-bit RGB
+
'''- 0x01-0x3F 6-bit RGB'''
  
 
== 0x14: wall ==
 
== 0x14: wall ==
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- 0x01 Normal
 
- 0x01 Normal
  
- 0x04 looks like floor (d: without shadow, p: with blue pattern)
+
'''- 0x04 looks like floor (d: without shadow, p: with blue pattern)'''
  
- 0x06 looks empty without shadow
+
'''- 0x06 looks empty without shadow'''
  
- 0x0C looks like floor (d: with shadow(3), p: without shadow)
+
'''- 0x0C looks like floor (d: with shadow(3), p: without shadow)'''
  
- 0x0E d:looks empty with shadow(1) p:looks empty with blue pattern
+
'''- 0x0E d:looks empty with shadow(1) p:looks empty with blue pattern'''
  
 
== 0x15: skeleton ==
 
== 0x15: skeleton ==
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- 0x00 Normal
 
- 0x00 Normal
  
- 0x01-0x3F 6-bit RGB
+
'''- 0x01-0x3F 6-bit RGB'''
  
 
== 0x2B: stuck loose ==
 
== 0x2B: stuck loose ==
  
 
- 0x00 Normal
 
- 0x00 Normal

Revision as of 09:52, 17 November 2022

In the context of tiles, "legacy" refers to the group+variant combos as used in the original game's level format.

It includes not just the combos used in the original game, but also those added by SDLPoP and MININIM. Such native combos are shown in bold text.

In the overview below, "d:" stands for dungeon, "p:" for palace.

TODO Maybe use this information about the modifier bit: https://forum.princed.org/viewtopic.php?p=20336#p20336

0x00: empty

- 0x00 Nothing

- 0x01 d:Shadow(1), p:Blue pattern

- 0x02 d:Shadow(2), p:Blue pattern with star

- 0x03 Window

- 0x04 Looks like floor (d: without shadow, p: with blue pattern)

- 0x05 Looks like wall (p: Blue pattern)

- 0x0C Looks like floor (d: with Shadow(3), p: without blue pattern)

- 0x0D Looks like wall

- 0xFF Nothing

0x01: floor

- 0x00 d:Nothing, p:Blue pattern

- 0x01 d:Shadow(3), p:Nothing

- 0x02 d:Shadow(4), p:Blue pattern with star

- 0x03 d:Shadow(4), p:Blue pattern with star

- 0x05 looks like wall (p: bit of wall stripe)

- 0x06 looks empty without shadow

- 0x0D looks like wall

- 0x0E d:looks empty with Shadow(1) p:looks empty with blue pattern

- 0xFF d:Nothing, p:Blue pattern

- Random bits on 1 = looks empty until you step on it

0x02: spikes

- 0x00 Normal (hurts)

- 0x01 Barely Out (hurts)

- 0x02 Half Out (hurts)

- 0x03 Fully Out I (hurts)

- 0x04 Fully Out II (hurts)

- 0x05 Fully Out III (harmless)

- 0x06 Fully Out II (harmless)

- 0x07 Half Out (harmless)

- 0x08 Barely Out (harmless)

- 0x09 Normal (harmless)

0x03: pillar

- 0x00 Normal

0x04: gate

- 0x00 Closed (level editors)

- 0x01 Open

- 0x02 Closed (original game)

0x05: stuck

- 0x00 Normal

0x06: drop

- Modifier is the event.

0x07: floor tapestry

- 0x00 d:Black, p:With Lattice

- 0x01 d:Black, p:Red design

- 0x02 d:Black, p:Star design

- 0x03 Black

0x08: bottom big-pillar

- 0x00 Normal

0x09: top big-pillar

- 0x00 Normal

0x0A: potion

- 0x00 Empty (small, no bubbles)

- 0x01 Health (small, #e30030 bubbles)

- 0x02 Life (large, #e30030 bubbles)

- 0x03 Float (large, #55ff55 bubbles)

- 0x04 Invert (large, #55ff55 bubbles)

- 0x05 Poison (small, #5555ff bubbles)

- 0x06 Trigger (room 8, upper left) (small, #5555ff bubbles)

- 0x07 Shadow

- 0x08 Time

- 0x09 Full

- 0x0A Open

- 0x0B Strong

0x0B: loose

- 0x00 Normal

(Bit set means it is stuck.)

0x0C: tapestry top

- 0x00 d:Black, p:With lattice

- 0x01 d:Black, p:Red design

- 0x02 d:Black, p:Star design

- 0x03 Black

- 0x04 Black

- 0x05 d:Black, p:Black, With bottom and weird

- 0x06 d:Black, p:Black, With bottom and weird

- 0x07 d:Black, p:Black, with window

0x0D: mirror

- 0x00 Normal

0x0E: debris

- 0x00 Normal

0x0F: raise

- Modifier is the event.

0x10: exit left

- 0x00 closed

- 0x20 bit more than half open (cannot be entered)

- 0x40 far open (cannot be entered)

- 0xFD even further open (cannot be entered)

- 0xFF furthest (fully) open (cannot be entered)

0x11: exit right

- 0x00 Normal

0x12: chomper

- 0x00 Normal (hurts)

- 0x01 Half Open (harmless)

- 0x02 Closed (hurts)

- 0x03 Partially Open (harmless)

- 0x04 Extra Open (harmless)

- 0x05 Stuck Open (harmless)

- 0x80 Normal (hurts) (with blood)

- 0x81 Half Open (harmless) (with blood)

- 0x82 Closed (hurts) (with blood)

- 0x83 Partially Open (harmless) (with blood)

- 0x84 Extra Open (harmless) (with blood)

- 0x85 Stuck Open (harmless) (with blood)

0x13: torch

- 0x00 Normal

- 0x01-0x3F 6-bit RGB

0x14: wall

- 0x00 d:Normal, p:Normal, with bit of wall-pattern

- 0x01 Normal

- 0x04 looks like floor (d: without shadow, p: with blue pattern)

- 0x06 looks empty without shadow

- 0x0C looks like floor (d: with shadow(3), p: without shadow)

- 0x0E d:looks empty with shadow(1) p:looks empty with blue pattern

0x15: skeleton

- 0x00 Normal

0x16: sword

- 0x00 Normal

0x17: balcony left

- 0x00 Normal

0x18: balcony right

- 0x00 Normal

0x19: lattice pillar

- 0x00 Normal

0x1A: lattice support

- 0x00 Normal

0x1B: small lattice

- 0x00 Normal

0x1C: lattice left

- 0x00 Normal

0x1D: lattice right

- 0x00 Normal

0x1E: torch with debris

- 0x00 Normal

- 0x01-0x3F 6-bit RGB

0x2B: stuck loose

- 0x00 Normal