Legacy combos
Contents
- 1 General information
- 2 0x00: empty
- 3 0x01: floor
- 4 0x02: spikes
- 5 0x03: pillar
- 6 0x04: gate
- 7 0x05: stuck
- 8 0x06: drop
- 9 0x07: floor tapestry
- 10 0x08: bottom big-pillar
- 11 0x09: top big-pillar
- 12 0x0A: potion
- 13 0x0B: loose
- 14 0x0C: tapestry top
- 15 0x0D: mirror
- 16 0x0E: debris
- 17 0x0F: raise
- 18 0x10: exit left
- 19 0x11: exit right
- 20 0x12: chomper
- 21 0x13: torch
- 22 0x14: wall
- 23 0x15: skeleton
- 24 0x16: sword
- 25 0x17: balcony left
- 26 0x18: balcony right
- 27 0x19: lattice pillar
- 28 0x1A: lattice support
- 29 0x1B: small lattice
- 30 0x1C: lattice left
- 31 0x1D: lattice right
- 32 0x1E: torch with debris
- 33 0x2B: stuck loose
General information
In the overview below, "d:" stands for dungeon, "p:" for palace.
TODO Maybe use this information about the modifier bit: http://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
- 0x01 Health
- 0x02 Life
- 0x03 Float
- 0x04 Invert
- 0x05 Poison
- 0x06 Trigger (room 8, upper left)
- 0x07 Shadow
- 0x08 Time
- 0x09 Full
- 0x0A Open
- 0x0B Strong
0x0B: loose
- 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
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
0x2B: stuck loose
- 0x00 Normal