Modding N++: Level Format & Tile Data
Posted: 2016.08.31 (02:49)
G'day everyone, I'm OnGle, long time N Game fan and first time poster (minus a little mispost on the wrong board over at Nv2),
Here I'll be dumping information from user level analysis, hopefully including a full format description for N++.
If you want to see if I have more information than I've currently posted, check the gist I'm using for notes.
What I Do Have:
Feel free to correct me, ask me about something, contribute, use information, etc, etc.
Here I'll be dumping information from user level analysis, hopefully including a full format description for N++.
If you want to see if I have more information than I've currently posted, check the gist I'm using for notes.
What I Do Have:
- Level Name Offset (+0x26 padded to 128bytes)
- Game Mode Offset (+0x0C, I think it's only 1 byte but could be an integer)
- 0: Single
- 1: Coop
- 2: Race
- 4: Unset
- Tile Map section (from 0xB8 to 0x47D), tiles appear left to right, top to bottom, (one bytes per tile),
- Tile IDs
- 0x0 - Nothing
- 0x1 - Full Block
- 0x2 - top half block
- 0x3 - right half block
- 0x4 - bottom half block
- 0x5 - left half block
- 0x6 - Lower Right Diagonal
- 0x7 - Lower Left Diagonal
- 0x8 - Upper Left Diagonal
- 0x9 - Upper Right Diagonal
- 0x0A - Top left outer curve
- 0x0B - Top right outer curve
- 0x0C - Bottom right outer curve
- 0x0D - Bottom left outer curve
- 0x0E - Top left inner curve
- 0x0F - Top right inner curve
- 0x10 - Bottom right inner curve
- 0x11 - Bottom left inner curve
- 0x12 - (Mid left to top right diagonal) Thin variant
- 0x13 - (Upper left to mid right diagonal) Big variant
- 0x14 - (Bottom left to mid right diagonal) Thin variant
- 0x15 - (Mid left to bottom right diagonal) Big variant
- 0x16 - (Mid right bottom left diagonal) Big variant
- 0x17 - (Mid left to bottom right diagonal) Thin variant
- 0x18 - (Mid left to top right diagonal) Big variant
- 0x19 - (Upper left to mid right diagonal) Thin variant
- 0x1A - (Bottom left to mid top diagonal) Big variant
- 0x1B - (Mid top to bottom right diagonal) Thin variant
- 0x1C - (Mid bottom to top right diagonal) Big variant
- 0x1D - (Top Left to mid bottom diagonal) Thin variant
- 0x1E - (Mid bottom to top right diagonal) Thin variant
- 0x1F - (Mid bottom to top left diagonal) Big variant
- 0x20 - (Bottom left to mid top diagonal) Thin variant
- 0x21 - (Mid top to bottom right diagonal) Big variant
- - Ninja Location
- - Entity Location
- - Any real understanding of the user level's header
Feel free to correct me, ask me about something, contribute, use information, etc, etc.