Not all this data is
strictly necessary if your aim is to simply extract the data to
make a game. If you look in the map file you will see a section
enclosed in comments that say, 'START OF BACKGROUND DATA UNTIL END'.
This is the (useful) data extracted from the background - it is
not a direct copy of bytes as in the location data because I require
extra information to make the data useful within the viewer and
export files.
Hopefully you have been looking at the background data for Knight
Lore or Alien 8, as Pentagram is different!
Basically, the backgrounds in Pentagram use two bytes per item
not one. The first byte is the background number and works exactly
as the other games; the second byte (more often than not 0) is the
room to jump to when the player exits the room via this object.
Why?
If you remember from earlier, Alien 8 and Knight Lore are based
on a map grid of 16x16 rooms, so going north from room 10 takes
you to 10+16, which is 16. Pentagram does not do this (because rooms
can be on top of others). So this byte is used instead. Really wasteful
you have to admit, but then that's one of the many reasons to suggest
Ultimate did not actually make this game!
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Visit the download section and open up any
of the game sprite graphics (or use the filmation
viewer) to l
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