The focal point of
the viewer is the room object details.
The first set of rows (a nice orangey colour - bisque to be exact)
contain the background elements. These are usually doors, walls
and door platforms. In Knight Lore the Wizard and Cauldron are classed
as background items (I don't know why though).
The remainder are the objects that make up the actual room.
All of the available objects are described in the Layout
section. As an aside, some objects are 'compound' objects and need
to be treated in a special way. For example, if you look at the
picture to the right, 'Thin Room...', describes a thin room. Normally
each wall is described separately but because this type is so common
(i.e. a long wall and a short wall) both walls are stored in the
one type.
The columns in this grid are as follows:
- Block: the actual bitmap of object being placed in the room
- Name: a name I've given it. All of the non-background objects
have numbers after the name. This is the actual number of the
block type as stored in the game
- x/y/z: the position of the block: background objects are store
in pixel values and non-background objects are stored using grid
cell values - refer to room size described above
- x/y/z offset: from the x/y/z position how many pixels in each
direction to move the object. This may seem odd but it is quite
logical when memory is at a premium and you only have so many
bits/bytes to play with. x/y are 1 pixel and means one half block;
z is in pixels multiplied by 4, one block is 12 pixels high, so
an offset z of 12 means 4 blocks.
- Movement: this states how the object moves in the room. If an
object only moves in one axis then the maths is simpler and therefore
quicker.
- Extra information: stuff that may be useful, like whether it
kills on contact, attacks the wulf, etc
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The offsets are usually half-cell increments
To fit in the right number of bits every object
can actually only go as high as 4 blocks. To allow the blocks to
go higher an offset is used. The method used to let the game know
this varies from game to game. |