LOAD_TITLE = 0 LOAD_OUTSIDE = 1 LOAD_PROJECTOR = 2 LOAD_MAGSTEPS = 3 LOAD_MAGLEV = 4 LOAD_MOVIE1 = 5 LOAD_MOVIE2 = 6 div7_table = $1300 mod7_table = $1400 hposn_high = $1500 hposn_low = $1600 ;============================= ; common stuff ;=============================================== ; level data structure definitions ;=============================================== ; 24 bytes each location ; we put special at end as it's ignored if not set LOCATION_NORTH_EXIT=0 ; new room when heading north LOCATION_SOUTH_EXIT=1 ; new room when heading south LOCATION_EAST_EXIT=2 ; new room when heading east LOCATION_WEST_EXIT=3 ; new room when heading west LOCATION_NORTH_EXIT_DIR=4 ; direction faced in new room when N LOCATION_SOUTH_EXIT_DIR=5 ; direction faced in new room when S LOCATION_EAST_EXIT_DIR=6 ; direction faced in new room when E LOCATION_WEST_EXIT_DIR=7 ; direction faced in new room when W LOCATION_NORTH_BG=8 ; pointer to north background image LOCATION_SOUTH_BG=10 ; pointer to south background image LOCATION_EAST_BG=12 ; pointer to east background image LOCATION_WEST_BG=14 ; pointer to west background image LOCATION_BGS = 16 ; bitmap saying which backgrounds valid BG_NORTH = 1 BG_SOUTH = 2 BG_WEST = 4 BG_EAST = 8 LOCATION_SPECIAL_EXIT=17 ; if we have something clickable ; $FF if not, direction if so LOCATION_SPECIAL_X1=18 ; collision box for the thing to click LOCATION_SPECIAL_X2=19 LOCATION_SPECIAL_Y1=20 LOCATION_SPECIAL_Y2=21 LOCATION_SPECIAL_FUNC=22 ; pointer-1 of function to call on click ;================================ ; Level definitions ; Outside RIVEN_MAGLEV1 = 0 RIVEN_MAGPATH = 1 RIVEN_OVERLOOK = 2 ; Projector RIVEN_PROJECTOR = 0 RIVEN_PROJ_DOOR = 1 RIVEN_PROJ_STEPS= 2 RIVEN_WAHRK = 3 ; Magsteps RIVEN_MAGSTEPS2 = 0 RIVEN_MAGSTEPS3 = 1 ; Maglev RIVEN_LOOKIN = 0 RIVEN_INSEAT = 1 RIVEN_READY2GO = 2