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Old 24 August 2011, 15:29   #6
Kroah
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Join Date: Apr 2009
Location: France
Age: 46
Posts: 117
Quote:
Originally Posted by jotd View Post
I am more than interested. As I said the other day there's no trace of the hidden objects, but maybe you can resource enough to make them appear
Hidden objects are triggered by events as you may guess. So it's really easy to get the coordinates when you know the event structure.

Quote:
Kroah I take anything you code! you are really impressive
Thanks but it's a little too much . The preliminary works you and Qube have made are useful.
I began to work on the PC version by unpacking the files with your tool (dynamite). Then I have uncompressed the c*.* ST files (packed with a very basic RLE-like encoding).

Quote:
I'm willing to completely rework my remake if your examination of the data files is worth it. At least the flying monsters trajectories could be imported back in my remake, making them more faithful.
With the viewer C# source, you will be able to code the wanted output format or see how to read the data.

Data are quite well ordered. The algorithm is rather simple. I was only surprised the path origin depends on the screen position, i.e. the path coordinates are relative to the scroll position. But most (if not all) events (spawning flying waves) are triggered from only 1 way (left, right, ...). So the scroll position is always the same for the event.

Quote:
Also we could understand / find the last remaining secrets if there are some.
Yes, i hope there are still some extra things we haven't noticed or guessed.

Concerning the event system, it's pretty simple.
There are 6 type of events:
- spawn flying wave
- spawn ground wave
- check a puzzle
- spawn intelligent enemy (todo)
- activate a moving block
- spawn a guardian (boss)

A puzzle event is conditioned by up to 3 conditions (as seen in the bitmap brothers editor). If all conditions are met, the effect is triggered.

There are 7 condition types (with their negative counter part):
- the player is (not) carrying a specific object X
- the player has (not) equipped a specific weapon X
- the event X has (not) already been triggered
- the player health is (not) greater than X
- the elapsed time is (not) greater than X
- the switch X is on/off
- the player score is (not) greater than X
- the player remaining lives is (not) greater than X

There are 15 effects:
- the object X is spawned at x/y
- the weapon X is spawned at x/y
- the door X is opened/closed
- the backdoor X is opened with a type "teleport" or "world completed" (as in the end of level 1)
- the event X is triggered
- the object X is destroyed (only for type 4 objects like spikes, serpent vase, beehive...)
- the trapdoor X is opened/closed
- the player loses the weapon X
- the elapsed time is reset
- boss fight start/end (todo)
- no effect (but the event is still flagged as "triggered")

I'm currently working on rendering these information in the viewer.

Last edited by Kroah; 24 August 2011 at 16:01.
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