Quote:
Originally Posted by xXziroXx
That'd be correct.
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According to the file below, I am wrong. But, things may have been updated from forever ago.
There's a copy of an old Graal version on this computer (Graal New World? I'm guessing it's where .NW comes from). Here's a README on the level format:
Quote:
The new level format is text based. Use a text editor which doesn't wrap lines.
It begins with the signature GLEVNW01.
It can contain following data types:
- board lines:
BOARD x y width layerindex <tilesdata>
This is one line of the background layer. 'tilesdata' has a length if w*2
characters; each tile is a 12bit-index into the tile list (pics1.gif) and is
encoded in two base64 characters (upper 6 bit first)
base64: String = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvw xyz0123456789+/'
so AA is tile 0, AB is tile 1, AC is tile 2, // is tile 4095 (=0xFFF)
- level links:
LINK <destination-level> x y width height newx newy
The link attributes are the same like in the link options window in Graal.
destination-level, newx and newy must not contain spaces.
- signs:
SIGN x y
text
...
SIGNEND
Signs may be empty, but SIGNEND must always be there.
- npcs:
NPC imagefilename x y
script
...
NPCEND
If the npc doesn't have a filename (invisible npc), then write '-' for imagefilename.
x and y may be floating point values. The npc script may be empty, but NPCEND
must always be there
- baddies:
BADDY x y type
attackverse
hurtverse
winverse
BADDYEND
'type' is the baddy name (graysoldier ... dragon ) or index (0...9). You don't need
to write all 3 verses, it's also possible to only write attackverse+hurtverse or only
attackverse, but BADDYEND must always be there.
- chests:
CHEST x y item signindex
item is the item name (greenrupee ... spinattack) or item index (0...24)
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