Falcury wrote:Can we also safely use these fields for temporary storage of information about a room (e.g. remembered guard hitpoints)?
roomxs and
roomys contain the x/y coordinates of the rooms.
They were used by Mechner's level editor, but nothing else uses them.
fill_1,
fill_2 and
fill_3 are also unused, there are no references to them in the source (as you wrote).
So you can reuse them, but don't forget to initialize them.
See also here:
viewtopic.php?p=12377#p12377
But maybe it would be more appropriate if you reused some of the
guards_*[] arrays instead.
For example,
guards_dir[] contains only 1 bit of information (left/right).
guards_skill[] and
guards_color[] don't contain more than 4 bits (as you wrote).
(The
SNES level format merges guard direction with some other data, by the way.)
Again, don't forget to initialize them.
poirot wrote:
with more than 16 levels, different branches and ways, but keeping Mechner's original design spirit and of course keeping the original path...
so only clever players may find rip-off levels, the rest of the players would play the original game
So what does this exactly mean?
Do you want to keep the main path as the original, and change only the side paths?
For example, where the original level had a small potion in the ceiling, and the like?
poirot wrote:
I've also found original screens in the Apple ][ disks (which are the same as the ones in the DOS version) which are not included in the game
Yes, there are interesting things in unused rooms...
By the way, I found a video that shows something that looks like an older version of level 1:
https://vimeo.com/2704881 (second half)
I see you're also working on adding an editor to SDLPoP:
https://github.com/NagyD/SDLPoP/compare ... lot:editor