For everyone who wants to now how the change objects to special positions
Dear Jumper,
No apologies needed: The template can be use full but I still understand people would like to now how to make it themselves.
Even now I understand it well, Its hard to explain to others. especially because my lack of English skills.
Jet I have tried to explain it to differed people through e-mail.
btw: I did first found a topic here in this forum that help me a little, But can't find it anymore.
Oke, here I would try to explain.
First Explanation: change door in a empty Editor:
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Put a Locked door in the editor without anything else.
Go to the Level Data (Press Page Down), And scroll down the zero’s until you see a little code string.
Example: 10a30320a3e2
Change the 3th (number or letter) Higher or lower to change the horizontal position, or 5th (number or letter) Higher or lower to change the vertical position.
Then Press Page Up to Load the new Code.
Higer of Lower?: 0–9 followed by ABCDEF
when A=10 B=11 C=12 D=13 E=14 F=15 "dots" (hexadecimal)
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Second Explanation: Structure Of Level Data:
The first part of the Code is Tiles (walls) only, this not very interesting because there is noting to alter there.
The second part is Strings (part of Codes) of entities (objects). The order the entities will be found in the code is predetermined and have nothing to do with the order you place them.
Here the Order: 0: player 1: mine 2: gold 3: exit 4: regular door 5: locked door 6: trap door 7: launchpad 8: oneway 9: chaingun 10: laser 11: zap 12: chaser 13: floorguard 16: gauss 17: thwump.
But I never use it. If you not use a entity it will not reserve space in the editor, so its very hard to found this way what type of code String you have. I found my Strings other ways what I will explain later.
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Third Explanation: Structure Of String:
Every Entity has his own String.
Lets first take an example of a Player String. "10e322"
The Number 10 mean you have 1 times the object. If you have to player it would look like 20. And with 10 player it looks like a0. (hexadecimal , see above)
After the 10 you see "e3". This the horizontal location.
If you change the "e" one up (f) It will locate 1 dot to the right.
If you change the "e" one down (c) It will locate 1 dot to the Left.
If you change the "3" one up (4) It will locate 1 column to the right. (1 column = 4 square, 1 square is 4 dots)
f you change the "3" one down (2) It will locate 1 column to the Left.
After the "e3" you see 22. This is the Vertical location.
Now Lets take an expample of a Locked/Trap doors. "106382206362"
The 10 means you have 1 of them.
The 63 is the Horizontal location.
The 82 is th Vertical location.
After 82 you see 20. This is angle of the object. Change the 2 one up will rotate the object clockwise. * (this also the way to oblique one-way platforms)
After the 20 you see 63. This is the Horizontal location of the key.
After the 63 you see 62. This is the Vertical location of the key.
This can be done by the following object:
Standard doors, Locked/Trap doors, Drones ,Oneway-platform ,Floorguards.
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Errors
If you change level data and make a mistake, your level data can disappear! So Save your Level data before editing!
*Rotating object can lead to errors: oblique doors wound be visible as oblique but will be so, oblique Thwumps will freeze the hole game if seen by the player.
Changing doors to special position can also lead to little errors like that a rocket will pass through it!
Changing Drone position can lead to weird drone path.
There may be more errors, so test extra after Changing object positions before upload.
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Fourth Explanation: Finding string in full map: (especially asked by the jumper)
If you wanna changes an object in a full edited map, It can be very hard to find.
I found two ways to do it. First one I use mostly:
Make the amount of times you have the object in the editor differed than other object. Then found the object by object number.
Expample: You wanna change a door position, You have 1 door and 1 Laser drone, ( and all other object are in more of 2). Put in a other laser somewhere temporary.
Now the only object you have 1 from is the door. Now look in the LEVEL DATA for a Sting beginning with 10. If the String looks like a door string, edit it.
(sometimes I have to changes some Stings before i have the right one)
The other way is a lot of work and I never need it anymore, because I get better in finding the right string the first way. anyhow I explain:
I use
http://www.quickdiff.com/. A online divice to see difference between to codes. First put in the LEVEL DATA, then Put in the LEVEL DATA with a object you wanna find in the code. The device will find the object String. Change it and upload in again.
Ok,...phoe. I explained the best I could. I hope people understand. And I hope this post is not to long. I so and it is will be replaced or deleted, I understand and saved it so no problem :)
If someone need more explanation, feel free to ask. I hope my English is ok, I used Google a lot for spelling control :P
Fujita Seiko