Norbert wrote: ↑June 16th, 2018, 7:05 pm
Attached to this post is PoP1 for ZX Spectrum.
I see you also included the system roms, I guess not all emulators include them?
Norbert wrote: ↑June 22nd, 2018, 8:55 pm
PoP_MC_Software.trd and PoP_Omega_Group.trd use the same packed rooms, with the first tile of the starting room at 0x50BB6 and 0x54BB6 respectively.
I have looked at those offsets, but I can't see anything there that looks like a level.
Norbert wrote: ↑June 22nd, 2018, 8:55 pm
PoP_Another_World.trd includes cheats and is unpacked and thus easier to mod. Here's some info about this variant:
Are you maybe planning to make a level editor for this version?
Norbert wrote: ↑June 22nd, 2018, 8:55 pm
It has the first three levels at:
- 1: 0x50B3C u/i 0x50E15
- 2: 0x4DD3C u/i 0x4E155
- 3: 0x4AF3C u/i 0x4B2F0
What does "u/i" mean?
I guess it means "through" (from...to), but what is it the abbreviation of?
Norbert wrote: ↑June 22nd, 2018, 8:55 pm
I've also attached the levels to this post.
Why did you post them in hex? They would look better in ASCII, since, as you wrote, "In ASCII, most tiles look like what they represent".
Norbert wrote: ↑June 22nd, 2018, 8:55 pm
(I was too lazy to look up the other levels, but they are easy to find with the info below.)
Here are my level maps: (made in 2008)
Norbert wrote: ↑June 22nd, 2018, 8:55 pm
This port stores all levels row by row, with an extra row above the rooms at the top, plus an extra wall tile left of the left most rooms.
This sounds quite similar to the Genesis version.
Norbert wrote: ↑June 22nd, 2018, 8:55 pm
It does
not store the torches and chompers as tile types; they are stored separately.
The same applies to guards, level doors, potions, and the sword.
Norbert wrote: ↑June 22nd, 2018, 8:55 pm
In ASCII, most tiles look like what they represent.
- space = 0x20 = ( )
- spikes = 0x21 = (!)
- gate = 0x23 = (#)
- rubble = 0x2E = (.)
- loose = 0x3A = (:)
- wall = 0x40 = (@)
- small pillar = 0x49 = (I)
- floor = 0x5F = (_)
- raise = 0x6x = (a, b, etc)
A few more tiles from level 4 and later levels:
gate top = 0x24 = ($)
open gate = 0x27 = (')
And there is this code that appears at the place of some chompers: 0x2B = (+)
So it seems there are no drop buttons in this version.
Also, I just found out, while I was looking at the maps
here, that
Level 2 does not have the room with the open gate (and the blue potion), instead there is a room where you need to climb down.