Difference between revisions of "Legacy combos"

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(Created page with "== General information == In the overview below, "d:" stands for dungeon, "p:" for palace. == 0x00: empty == - 0x00 Nothing - 0x01 d:Shadow(1), p:Blue pattern - 0x02 d:Sh...")
 
(General information)
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In the overview below, "d:" stands for dungeon, "p:" for palace.
 
In the overview below, "d:" stands for dungeon, "p:" for palace.
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TODO Maybe use this information about the modifier bit: http://forum.princed.org/viewtopic.php?p=20336#p20336
  
 
== 0x00: empty ==
 
== 0x00: empty ==

Revision as of 18:48, 2 January 2017

General information

In the overview below, "d:" stands for dungeon, "p:" for palace.

TODO Maybe use this information about the modifier bit: http://forum.princed.org/viewtopic.php?p=20336#p20336

0x00: empty

- 0x00 Nothing

- 0x01 d:Shadow(1), p:Blue pattern

- 0x02 d:Shadow(2), p:Blue pattern with star

- 0x03 Window

- 0x04 Looks like floor (d: without shadow, p: with blue pattern)

- 0x05 Looks like wall (p: Blue pattern)

- 0x0C Looks like floor (d: with Shadow(3), p: without blue pattern)

- 0x0D Looks like wall

- 0xFF Nothing

0x01: floor

- 0x00 d:Nothing, p:Blue pattern

- 0x01 d:Shadow(3), p:Nothing

- 0x02 d:Shadow(4), p:Blue pattern with star

- 0x03 d:Shadow(4), p:Blue pattern with star

- 0x05 looks like wall (p: bit of wall stripe)

- 0x06 looks empty without shadow

- 0x0D looks like wall

- 0x0E d:looks empty with Shadow(1) p:looks empty with blue pattern

- 0xFF d:Nothing, p:Blue pattern

- Random bits on 1 = looks empty until you step on it

0x02: spikes

- 0x00 Normal (hurts)

- 0x01 Barely Out (hurts)

- 0x02 Half Out (hurts)

- 0x03 Fully Out I (hurts)

- 0x04 Fully Out II (hurts)

- 0x05 Fully Out III (harmless)

- 0x06 Fully Out II (harmless)

- 0x07 Half Out (harmless)

- 0x08 Barely Out (harmless)

- 0x09 Normal (harmless)

0x03: pillar

- 0x00 Normal

0x04: gate

- 0x00 Closed (level editors)

- 0x01 Open

- 0x02 Closed (original game)

0x05: stuck

- 0x00 Normal

0x06: drop

- Modifier is the event.

0x07: floor tapestry

- 0x00 d:Black, p:With Lattice

- 0x01 d:Black, p:Red design

- 0x02 d:Black, p:Star design

- 0x03 Black

0x08: bottom big-pillar

- 0x00 Normal

0x09: top big-pillar

- 0x00 Normal

0x0A: potion

- 0x00 Empty

- 0x01 Health

- 0x02 Life

- 0x03 Float

- 0x04 Invert

- 0x05 Poison

- 0x06 Trigger (room 8, upper left)

- 0x07 Shadow

- 0x08 Time

- 0x09 Full

- 0x0A Open

- 0x0B Strong

0x0B: loose

- Bit set means it is stuck.

0x0C: tapestry top

- 0x00 d:Black, p:With lattice

- 0x01 d:Black, p:Red design

- 0x02 d:Black, p:Star design

- 0x03 Black

- 0x04 Black

- 0x05 d:Black, p:Black, With bottom and weird

- 0x06 d:Black, p:Black, With bottom and weird

- 0x07 d:Black, p:Black, with window

0x0D: mirror

- 0x00 Normal

0x0E: debris

- 0x00 Normal

0x0F: raise

- Modifier is the event.

0x10: exit left

- 0x00 closed

- 0x20 bit more than half open (cannot be entered)

- 0x40 far open (cannot be entered)

- 0xFD even further open (cannot be entered)

- 0xFF furthest (fully) open (cannot be entered)

0x11: exit right

- 0x00 Normal

0x12: chomper

- 0x00 Normal (hurts)

- 0x01 Half Open (harmless)

- 0x02 Closed (hurts)

- 0x03 Partially Open (harmless)

- 0x04 Extra Open (harmless)

- 0x05 Stuck Open (harmless)

- 0x80 Normal (hurts) (with blood)

- 0x81 Half Open (harmless) (with blood)

- 0x82 Closed (hurts) (with blood)

- 0x83 Partially Open (harmless) (with blood)

- 0x84 Extra Open (harmless) (with blood)

- 0x85 Stuck Open (harmless) (with blood)

0x13: torch

- 0x00 Normal

0x14: wall

- 0x00 d:Normal, p:Normal, with bit of wall-pattern

- 0x01 Normal

- 0x04 looks like floor (d: without shadow, p: with blue pattern)

- 0x06 looks empty without shadow

- 0x0C looks like floor (d: with shadow(3), p: without shadow)

- 0x0E d:looks empty with shadow(1) p:looks empty with blue pattern

0x15: skeleton

- 0x00 Normal

0x16: sword

- 0x00 Normal

0x17: balcony left

- 0x00 Normal

0x18: balcony right

- 0x00 Normal

0x19: lattice pillar

- 0x00 Normal

0x1A: lattice support

- 0x00 Normal

0x1B: small lattice

- 0x00 Normal

0x1C: lattice left

- 0x00 Normal

0x1D: lattice right

- 0x00 Normal

0x1E: torch with debris

- 0x00 Normal