update some ep3 map format notes
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@@ -759,14 +759,14 @@ struct MapDefinition { // .mnmd format; also the format of (decompressed) quests
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// with FF. For example, if num_alt_maps == 8, the last two fields in each
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// alt_maps array are filled with FF.
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/* 000B */ uint8_t num_alt_maps; // TODO: What are the alt maps for?
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// In the map_tiles array, the values are:
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// 00 = not a valid tile
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// 01 = valid tile unless punched out (later)
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// In the map_tiles array, the values are usually:
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// 00 = not a valid tile (blocked)
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// 01 = valid tile unless modified out (via modification_tiles)
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// 02 = team A start (1v1)
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// 03, 04 = team A start (2v2)
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// 05 = ???
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// 06, 07 = team B start (2v2)
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// 08 = team B start (1v1)
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// These values can be redefined by start_tile_definitions below, however.
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// Note that the game displays the map reversed vertically in the preview
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// window. For example, player 1 is on team A, which usually starts at the top
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// of the map as defined in this struct, or at the bottom as shown in the
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@@ -784,7 +784,7 @@ struct MapDefinition { // .mnmd format; also the format of (decompressed) quests
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/* 1AB8 */ parray<be_float, 0x24> unknown_a5[3];
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// In the modification_tiles array, the values 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
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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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// 40-44 = traps (one of each type is chosen at random to be a real trap at
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// battle start time)
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