describe Ep3 map objects

This commit is contained in:
Martin Michelsen
2025-03-24 18:29:26 -07:00
parent b30cd3bb8e
commit 07716fd301
3 changed files with 136 additions and 36 deletions
+10 -3
View File
@@ -1131,9 +1131,16 @@ struct CompressedMapHeader { // .mnm file format
struct OverlayState {
// In the tiles array, the high 4 bits of each value are the tile type, and
// the low 4 bits are the subtype. The types are:
// 10: blocked by rock (as if the corresponding map_tiles value was 00)
// 20: blocked by fence (as if the corresponding map_tiles value was 00)
// 30-34: teleporters (2 of each value may be present)
// 10-1F: blocked by rock (as if the corresponding map_tiles value was 00;
// low 4 bits specify rotation in increments of 1/4 turn)
// 20-2F: blocked by fence (as if the corresponding map_tiles value was 00;
// low 4 bits specify rotation in increments of 1/4 turn)
// 30-34: teleporters (each value should appear exactly twice or not at all):
// 30: purple teleporters
// 31: red teleporters
// 32: green teleporters
// 33: blue teleporters
// 34: purple teleporters (appears the same as 30 but is a distinct set)
// 40-4F: traps on NTE
// 40-44: traps on non-NTE (there may be up to 8 of each type, and one of
// each is chosen to be a real trap at battle start); the trap types are: