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CK Guy
Grunt
Posts: 16
(9/22/03 11:31 am)
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CK 1-3 TileInfo format
How is the tileinfo format for keens 1, 2, and 3 represented in the executable? Yes, I know about Tileinfo, I'm just interested.
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adurdin
Wormouth
Posts: 880
(9/22/03 2:01 pm)
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Re: CK 1-3 TileInfo format
OTTOMH: It's basically implemented as 6 arrays. Each array contains 611 (in Keen 1) bytes, one for each tile, which controls the behaviour of the tile. Four arrays store the solidity of the tile on each edge, one stores the "behaviour", and the last stores the animation properties.
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KeenRush
Photachyon Transceiver
Posts: 4114
(9/22/03 4:41 pm)
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Re: CK 1-3 TileInfo format
Ah, the daily new Keen fact. Pretty much like I expected..
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CK Guy
Grunt
Posts: 17
(9/22/03 6:23 pm)
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Re: CK 1-3 TileInfo format
I was hoping for something more specific.
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adurdin
Wormouth
Posts: 881
(9/22/03 10:29 pm)
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Re: CK 1-3 TileInfo format
More specific how? That's really about all there is to it.
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adurdin
Wormouth
Posts: 882
(9/23/03 6:14 am)
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Re: CK 1-3 TileInfo format
OK, I was working on a patch today and had to look up the tileinfo to get it to work; and I've got a few corrections & additions to the stuff above:
each array hold 611 (for Keen 1) words (16-bit integers), not bytes.
The first array stores the number of animation frames; the second stores the general behaviour, and the next four are the properties for the top, right, bottom, and left sides of the tiles.
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CK Guy
Grunt
Posts: 18
(9/23/03 11:20 am)
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Re: CK 1-3 TileInfo format
More specific as in what values in the arrays mean what? I'm looking for the sort of thing you did for ck4-6 in keendata.zip
[Edit:] PS adurdin, have you posted how to change cheats in ck5+6 on your modding message board? If you have, I can't find it.
Edited by: CK Guy at: 9/23/03 11:23 am
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adurdin
Wormouth
Posts: 883
(9/23/03 11:38 pm)
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Re: CK 1-3 TileInfo format
For the animation array: the value is 1, 2, or 4, depending on whether the tile has no animation, or 2, or 4 frames of animation.
For the behaviour array, the following hex values are accepted:
0-Nothing
1-Kills
2-Door 1
3-Door 2
4-Door 3
5-Door 4
6-500 Points
7-100 Points
8-200 Points
9-1000 Points
A-5000 Points
B-Joystick
C-Battery
D-Vacuum
E-Whiskey
F-Raygun
10-Pogo Stick
11-Exit door
12-Keycard 1
13-Keycard 2
14-Keycard 3
15-Keycard 4
16-Message Popup
17-Light Switch
18-Teleporter
19-Switch on
1A-Switch off
1B-Ankh
1C-Single Bullet
0xFFFE: "masked" tile
0xFFFF: "foreground" tile
For the top properties, the following values are allowed:
0-Nothing
1-Solid
2-Smooth (Keen won't stop walking)
3-Ice
For the left, right, and bottom arrays, the value is either a 0 (not solid), or a 1 (solid).
About Keen 5-6 cheats: no, I haven't posted it yet; I'll get round to it before long. I trust that you aren't waiting urgently for it (e.g. about to release a level pack for Keen 5 or 6, and only need to disable/change the cheats)?
Andrew
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CK Guy
Grunt
Posts: 19
(9/24/03 11:29 am)
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Re: CK 1-3 TileInfo format
No, it's not urgent. Thanks!
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Snaily
Messie
Posts: 869
(9/24/03 3:12 pm)
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Re: CK 1-3 TileInfo format
Quote: For the left, right, and bottom arrays, the value is either a 0 (not solid), or a 1 (solid).
Wow. They use 16 bit arrays to hold one bit of data. Now, I know that it will compress to infinitesimal sizes, but the capability to store 32768 (depending on how you look at it) times as much data?
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¨@_ |
CK Guy
Grunt
Posts: 20
(9/25/03 11:25 am)
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Re: CK 1-3 TileInfo format
Yeah, that is a pretty crappy use of space, isn't it? One bit in 16 bits!
--The Ck Guy |
adurdin
Wormouth
Posts: 885
(9/25/03 2:00 pm)
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Re: CK 1-3 TileInfo format
Don't complain. If they'd optimised their code for the smallest size, most patching wouldn't be possible.
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Snaily
Messie
Posts: 870
(9/25/03 2:51 pm)
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Re: CK 1-3 TileInfo format
True.
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KeenRush
Photachyon Transceiver
Posts: 4125
(9/25/03 3:06 pm)
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Re: CK 1-3 TileInfo format
Maybe they expected that someone is going to do something like that, and left the code as it is?
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Xtraverse
Stranded Fish
Posts: 2467
(9/25/03 8:09 pm)
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Re: CK 1-3 TileInfo format
I'm sure that anyone except Tom Hall will not like the fact that we're doing this Keenrush.
So adurdin, would it be possible to convert these arrays the 1 bit per tile, and than make use of the extra space for patches?
Never argue with an idiot. He brings you down to his level, then beats you on experience -- Mark Twain
spatang.com |
adurdin
Wormouth
Posts: 887
(9/25/03 9:30 pm)
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Re: CK 1-3 TileInfo format
No; but it *could* be possible to convert them to one *byte* per tile: which could potentially mean either more tiles (that'd be good, eh?), or at least a whole bunch of free data space.
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Xtraverse
Stranded Fish
Posts: 2468
(9/25/03 10:28 pm)
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Re: CK 1-3 TileInfo format
With use of that extra space, would it be possible to make more types of tiles that do extra stuff?
(yeah I know, I'm reaching it)
Never argue with an idiot. He brings you down to his level, then beats you on experience -- Mark Twain
spatang.com |
KeenRush
Photachyon Transceiver
Posts: 4129
(9/26/03 3:32 am)
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Re: CK 1-3 TileInfo format
That would be cool (extra tiles)..
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CK Guy
Grunt
Posts: 21
(9/26/03 11:42 am)
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Re: CK 1-3 TileInfo format
Wait a second.
This question is sorta about stuff that happened a while ago in this topic, but ...
Is the data stored in the array low-byte, high-byte or the other way? (And the high byte will always be 0x00, right?)
By the way, using all this space for new tiles or other stuff--that would be very very cool!
*sigh* Keen 7 *eyes glaze over* Edited by: CK Guy at: 9/26/03 11:57 am
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CK Guy
Grunt
Posts: 24
(10/4/03 6:57 pm)
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Re: CK 1-3 TileInfo format
I know this must be getting annoying, but what offset is the tiledat thing at for keens 1-3 v1.3? You see, I've got windows 3.1 (yeah, real i know)on my comp at home, at I don't think tileinfo works on it...
-The CK Guy
*sigh* Keen 7 *eyes glaze over* |