* bgdata tr on *------------------------------- * Indexed by PIECE ID#: space = 0 floor = 1 spikes = 2 posts = 3 gate = 4 dpressplate = 5 ;down pressplate = 6 ;up panelwif = 7 ;w/floor pillarbottom = 8 pillartop = 9 flask = 10 loose = 11 panelwof = 12 ;w/o floor mirror = 13 rubble = 14 upressplate = 15 exit = 16 exit2 = 17 slicer = 18 torch = 19 block = 20 bones = 21 sword = 22 window = 23 window2 = 24 archbot = 25 archtop1 = 26 archtop2 = 27 archtop3 = 28 archtop4 = 29 *------------------------------- * A & B sections have l.l. of (X = BlockLeft, Y = BlockBot-3) * C & D sections have l.l. of (X = BlockLeft, Y = BlockBot) * All x & y offsets are relative to these values * (Front pieces are relative to A) *------------------------------- * 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 * 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 maska hex 00,03,03,03,03,03,03,03,03,00,03,03,00,03,03,03 hex 03,00,00,03,00,03,00,03,00,03,00,00,00,00 piecea hex 00,01,05,07,0a,01,01,0a,10,00,01,00,00,14,20,4b hex 01,00,00,01,00,97,00,01,00,a7,a9,aa,ac,ad pieceay hex 00,00,00,00,00,01,00,00,00,00,00,00,00,00,00,00 dfb 00,00,00,00,00,00,00,00,00,00,00,-4,-4,-4 maskb hex 00,04,04,04,04,04,04,00,04,00,04,00,00,04,04,04 hex 00,04,04,04,04,04,04,00,04,04,00,00,00,00 pieceb hex 00,02,06,08,0b,1b,02,9e,1a,1c,02,00,9e,4a,21,1b hex 4d,4e,02,51,84,98,02,91,92,02,00,00,00,00 pieceby dfb 00,00,00,00,00,01,00,03,00,03,00,00,03,00,00,-1 dfb 00,00,00,-1,02,00,00,00,00,00,00,00,00,00 bstripe hex 00,47,47,00,00,47,47,00,00,00,47,47,00,00,47,47 hex 00,00,47,00,00,00,47,00,00,47,00,00,00,00 * 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 * 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 piecec hex 00,00,00,09,0c,00,00,9f,00,1d,00,00,9f,00,00,00 hex 4f,50,00,00,85,00,00,93,94,00,00,00,00,00 pieced hex 00,15,15,15,15,18,19,16,15,00,15,00,17,15,2e,4c hex 15,15,15,15,86,15,15,15,15,15,ab,00,00,00 fronti hex 00,00,00,45,46,00,00,46,48,49,87,00,46,0f,13,00 hex 00,00,00,00,83,00,00,00,00,a8,00,ae,ae,ae fronty dfb 00,00,00,-1,00,00,00,00,-1,03,-3,00,00,-1,00,00 dfb 00,00,00,00,00,00,00,00,00,-1,0,-36,-36,-36 frontx hex 00,00,00,01,03,00,00,03,01,01,02,00,03,01,00,00 hex 00,00,00,00,00,00,00,00,00,01,00,00,00,00 *------------------------------- * special pieces gatebotSTA = $43 gatebotORA = $44 gateB1 = $37 gatecmask = $0d gate8c hex 2f,30,31,32,33,34,35,36 gate8b hex 3e,3d,3c,3b,3a,39,38,37 *------------------------------- * Climbup masking CUmask = $11 CUpiece = $12 CUpost = $0e *------------------------------- * Exit stairs = $6b door = $6c doormask = $6d toprepair = $6e archtop3sp = $a1 *------------------------------- * Spike animation frames * 0 1 2 3 4 5 6 7 8 9 10 11 spikea hex 00,22,24,26,28,2a,28,24,22,00 spikeb hex 00,23,25,27,29,2b,29,25,23,00 spikeExt = 5 ; spikeRet = 9 ;must match MOVEDATA *------------------------------- * Slicer animation frames * 0 1 2 3 4 5 6 7 8 9 10 11 slicerseq dfb 04,03,01,02,05,04,04 slicerExt = 2 slicerRet = 6 ;must match MOVEDATA slicertop hex 00,58,5a,5c,5e slicerbot hex 57,59,5b,5d,5f slicerbot2 hex 8e,8f,90,5d,5f ;smeared slicergap dfb 00,38,46,53,55 slicerfrnt hex 65,66,67,68,69 *------------------------------- * Loose floor * 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 looseb = $1b loosea hex 01,1e,01,1f,1f,01,01,01,1f,1f,1f looseby dfb 00,01,00,-1,-1,00,00,00,-1,-1,-1 loosed hex 15,2c,15,2d,2d,15,15,15,2d,2d,2d Ffalling = 10 ;1st "falling" frame ;must match MOVEDATA *------------------------------- specialflask = $95 swordgleam1 = $b3 swordgleam0 = $99 *------------------------------- * panels panelb0 = $9e panelc0 = $9f numpans = 3 panelb hex 9e,9a,81 panelc hex 9f,9b,82 archpanel = $a1 *------------------------------- * back wall panels for space & floor numbpans = 3 spaceb hex 00,a3,a5,a6 spaceby dfb 0,-20,-20,0 floorb hex 02,a2,a4,a4 floorby dfb 00,00,00,00 *------------------------------- * solid blocks numblox = 2 blockb hex 84,6f blockc hex 85,85 blockd hex 86,86 blockfr hex 83,83 *------------------------------- * moveparams gmaxval = 47*4 gminval = 0 *------------------------------- eof