describe Ep3 map objects
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@@ -1131,9 +1131,16 @@ struct CompressedMapHeader { // .mnm file format
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struct OverlayState {
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// In the tiles array, the high 4 bits of each value are the tile type, and
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// the low 4 bits are the subtype. The types are:
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// 10: blocked by rock (as if the corresponding map_tiles value was 00)
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// 20: blocked by fence (as if the corresponding map_tiles value was 00)
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// 30-34: teleporters (2 of each value may be present)
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// 10-1F: blocked by rock (as if the corresponding map_tiles value was 00;
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// low 4 bits specify rotation in increments of 1/4 turn)
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// 20-2F: blocked by fence (as if the corresponding map_tiles value was 00;
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// low 4 bits specify rotation in increments of 1/4 turn)
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// 30-34: teleporters (each value should appear exactly twice or not at all):
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// 30: purple teleporters
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// 31: red teleporters
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// 32: green teleporters
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// 33: blue teleporters
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// 34: purple teleporters (appears the same as 30 but is a distinct set)
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// 40-4F: traps on NTE
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// 40-44: traps on non-NTE (there may be up to 8 of each type, and one of
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// each is chosen to be a real trap at battle start); the trap types are:
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