Map Units of Measurement
Each step is equal to 8 map units.
A step translates to 31 pixels on screen.
The man's positions are stored as half values. So multiply by two for true map positions.
Objects
String are made up of the description plus optional message.
I.E. feldspar+back to key is me!
Cnoc Suil (0D) checks for dropping an object.
Any object with obj[3] bit 6 set will display its message.
Scenery
The scenery is made up of two types of data, Items and Strings.
Items - This is a list of individual items, which can be linked to actions that trigger events.
Strings - Hold a string if items, located next to each other on screen. These can contain exits to passageways and caves.
Scenery String Data
Index |
Description |
0 |
Primary Position |
1 |
Secondary Position |
2 |
Number of columns items take up on screen |
3 |
TODO |
4 |
Number of items in string |
5... |
String of bitmap indices for each item. |
n |
Number of exits. |
|
The following structure follows directly if there are any exits. |
0 |
TODO |
1 |
TODO |
2 |
Item bitmap index that is reperesents exit. |
3 |
[nn] Compass exit appears on. [nn] String index. |
4 |
[80] 00 = Door |
|
[0F] Exit type
- 00 - Exits to Area.
- 01 -
- nn - Cave / Passageway
|
|
Area Data |
Cave Data |
5 |
Key icon index |
6 |
|
Object List Type |
|
|
- 00 - Use Area handle plus IX[9]
- nn - Use ($DFFF) plus IX[9]
|
7 |
|
Background Colour. |
8 |
Primary appear pos. |
Stored into (DFEE) |
9 |
Secondary appear pos. |
Index of objects list to use. |
A |
|
1 ~ 3 Create a cave action (1 ~ 3). |
B |
TODO |