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Talk:Adventures of Lolo:RAM map: Difference between revisions
(dump of personal notes about tile types for whomever wants it) |
m (at least rudimentary formatting so the entry is legible.) |
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Something I didn't realize when I started this exploration, everything on the screen is representable by a tile - including the HUD along the right side of the screen. It turns out you can use these tile types in your level if you wanted, and they mostly seem to work even, as either walls or floors. | Something I didn't realize when I started this exploration, everything on the screen is representable by a tile - including the HUD along the right side of the screen. It turns out you can use these tile types in your level if you wanted, and they mostly seem to work even, as either walls or floors. | ||
00 black (wall) | * 00 black (wall) | ||
01 -0C crystal (wall) | * 01 -0C crystal (wall) | ||
0D boulder | * 0D boulder | ||
0E tree | * 0E tree | ||
0F LAVA | * 0F LAVA | ||
10 crystal (wall) | * 10 crystal (wall) | ||
11-1B frame-tiling (outer wall, one inner wall) - the stuff that surrounds the 11x11 room. | * 11-1B frame-tiling (outer wall, one inner wall) - the stuff that surrounds the 11x11 room. | ||
1c-1f crystal (wall) | * 1c-1f crystal (wall) | ||
20 inner wall (touches the 11x11 room) | * 20 inner wall (touches the 11x11 room) | ||
21 door to next level | * 21 door to next level | ||
22,23 inner wall | * 22,23 inner wall | ||
24 crystal (wall) | * 24 crystal (wall) | ||
25-39 mostly crystal (wall), one inner wall | * 25-39 mostly crystal (wall), one inner wall | ||
3A-3E water (regular? probable that one is regular, and 4 are directional water. I believe 3A is "water up", and 3E is regular) | * 3A-3E water (regular? probable that one is regular, and 4 are directional water. I believe 3A is "water up", and 3E is regular) | ||
3F crystal (floor) | * 3F crystal (floor) | ||
40 floor | * 40 floor | ||
41 grass | * 41 grass | ||
42 sand | * 42 sand | ||
43 vertical ladders | * 43 vertical ladders | ||
44 horizontal ladders | * 44 horizontal ladders | ||
45 more vertical ladders | * 45 more vertical ladders | ||
46 more horizontal ladders | * 46 more horizontal ladders | ||
47 down arrow | * 47 down arrow | ||
48 left arrow | * 48 left arrow | ||
49 up arrows | * 49 up arrows | ||
4A right arrow | * 4A right arrow | ||
4B block | * 4B block | ||
4C hearts (game correctly counts number of hearts in level for you) | * 4C hearts (game correctly counts number of hearts in level for you) | ||
4D hearts with 2 eggs | * 4D hearts with 2 eggs | ||
4E treasure chest (but only one will open). DO NOT USE 4E, use D4 instead. (still functional but causes a graphics glitch when I tried it) | * 4E treasure chest (but only one will open). DO NOT USE 4E, use D4 instead. (still functional but causes a graphics glitch when I tried it) | ||
4F open treasure chest bottom half | * 4F open treasure chest bottom half | ||
50 "number 0" on black | * 50 "number 0" on black | ||
... | * ... | ||
59 "number 9" on black | * 59 "number 9" on black | ||
... | * ... | ||
5f "number 15" on black | * 5f "number 15" on black | ||
60 weird crystal like thing; seems to be like floor | * 60 weird crystal like thing; seems to be like floor | ||
61 lolo himself on black, operates like floor, pulses with water | * 61 lolo himself on black, operates like floor, pulses with water | ||
62 egg on black | * 62 egg on black | ||
63 snakey on black | * 63 snakey on black | ||
64 item holder | * 64 item holder | ||
65 hammer | * 65 hammer | ||
66 "PW" (goes above your items) | * 66 "PW" (goes above your items) | ||
67-6f that crystal thing again; maybe slightly different? | * 67-6f that crystal thing again; maybe slightly different? | ||
70 floor - again? actually, looks like its STAIRS - floor until you finish the level | * 70 floor - again? actually, looks like its STAIRS - floor until you finish the level | ||
71 weird floor buttress'd against different tile graphic | * 71 weird floor buttress'd against different tile graphic | ||
72 up arrow, but not active. (I think it's for the arrow powerup) | * 72 up arrow, but not active. (I think it's for the arrow powerup) | ||
73 - more crystal | * 73 - more crystal | ||
80 sleepy leapers facing up (active!) | * 80 sleepy leapers facing up (active!) | ||
81 '' facing right | * 81 '' facing right | ||
82 '' facing down | * 82 '' facing down | ||
83 '' facing left | * 83 '' facing left | ||
84 rockies facing up | * 84 rockies facing up | ||
85 rockies facing right | * 85 rockies facing right | ||
86 down | * 86 down | ||
87 left | * 87 left | ||
88-8b dillos | * 88-8b dillos | ||
8c-8f fireshooters | * 8c-8f fireshooters | ||
90 don medusa vertical | * 90 don medusa vertical | ||
91 don medusa horizontal | * 91 don medusa horizontal | ||
92 don medusa vertical | * 92 don medusa vertical | ||
93 don medusa horizontal | * 93 don medusa horizontal | ||
94-97 medusa | * 94-97 medusa | ||
98-9B skulls. Appears they also follow up/right/down/left, based on initial direction they run. | * 98-9B skulls. Appears they also follow up/right/down/left, based on initial direction they run. | ||
9C-9F real snakeys | * 9C-9F real snakeys | ||
A0 fireball up on floor | * A0 fireball up on floor | ||
A1 fireball right on floor | * A1 fireball right on floor | ||
A2, A3 .. | * A2, A3 .. | ||
A4 medusa fire up (on floor) (doesn't kill, works like solid block) | * A4 medusa fire up (on floor) (doesn't kill, works like solid block) | ||
A5 medusa fire right (on floor) (does kill) | * A5 medusa fire right (on floor) (does kill) | ||
A6 medusa fire down (on floor) (does kill) | * A6 medusa fire down (on floor) (does kill) | ||
a7 medusa fire left (on floor) (doesn't kill, works like solid block) | * a7 medusa fire left (on floor) (doesn't kill, works like solid block) | ||
a8-ab don medusa fire, just like medusa fire above | * a8-ab don medusa fire, just like medusa fire above | ||
ac-af - block half moved. It's a bit glitchy; you can walk halfway on top of the block if it's near another block, otherwise you can push it and it becomes a normal block. | * ac-af - block half moved. It's a bit glitchy; you can walk halfway on top of the block if it's near another block, otherwise you can push it and it becomes a normal block. | ||
b0-b3 - ok this is friggin cool. This is an egg that's ever in a state of hatching and unhatching. You can move it and even push it in water, but only when it's in hatch mode. if it dies, it will come back; | * b0-b3 - ok this is friggin cool. This is an egg that's ever in a state of hatching and unhatching. You can move it and even push it in water, but only when it's in hatch mode. if it dies, it will come back; | ||
b4-b7 - half-hatched egg (wall) | * b4-b7 - half-hatched egg (wall) | ||
b8-bb sinking eggs on floor; initially a wall, you can walk as they sink; but if you're on them when they go down, you die! | * b8-bb sinking eggs on floor; initially a wall, you can walk as they sink; but if you're on them when they go down, you die! | ||
bc-bf more hatching eggs | * bc-bf more hatching eggs | ||
c0 - lolo start position - normal floor if more than one. | * c0 - lolo start position - normal floor if more than one. | ||
c1-cf normal or black (but always operates as floor). NOTE - actually designates what special items you'll have when used in the bottom left corner of the level. | * c1-cf normal or black (but always operates as floor). NOTE - actually designates what special items you'll have when used in the bottom left corner of the level. | ||
** c3 is ladder. | |||
** c2 is change arrow | |||
d0-d3 water that floats a monster in a given direction (up right down left) | * d0-d3 water that floats a monster in a given direction (up right down left) | ||
d4-d7 treasure chests - last one opens. USE D4 for your chest. | * d4-d7 treasure chests - last one opens. USE D4 for your chest. | ||
d8-df treasure chests and crystals | * d8-df treasure chests and crystals | ||
e0-ef black | * e0-ef black | ||
F0-FF causes glitches in surrounding tiles, and appears as mangled tiles | * F0-FF causes glitches in surrounding tiles, and appears as mangled tiles | ||
Latest revision as of 23:33, 3 January 2017
[jadowdl 1/3/2017
I did a thorough investigation of the tile type codes in anticipation of making a new level editor/generator, and took hasty notes as I went; but I don't have time to verify all of this or clean it up. I'm dumping it here in discussion in case it's useful for somebody else.
Something I didn't realize when I started this exploration, everything on the screen is representable by a tile - including the HUD along the right side of the screen. It turns out you can use these tile types in your level if you wanted, and they mostly seem to work even, as either walls or floors.
- 00 black (wall)
- 01 -0C crystal (wall)
- 0D boulder
- 0E tree
- 0F LAVA
- 10 crystal (wall)
- 11-1B frame-tiling (outer wall, one inner wall) - the stuff that surrounds the 11x11 room.
- 1c-1f crystal (wall)
- 20 inner wall (touches the 11x11 room)
- 21 door to next level
- 22,23 inner wall
- 24 crystal (wall)
- 25-39 mostly crystal (wall), one inner wall
- 3A-3E water (regular? probable that one is regular, and 4 are directional water. I believe 3A is "water up", and 3E is regular)
- 3F crystal (floor)
- 40 floor
- 41 grass
- 42 sand
- 43 vertical ladders
- 44 horizontal ladders
- 45 more vertical ladders
- 46 more horizontal ladders
- 47 down arrow
- 48 left arrow
- 49 up arrows
- 4A right arrow
- 4B block
- 4C hearts (game correctly counts number of hearts in level for you)
- 4D hearts with 2 eggs
- 4E treasure chest (but only one will open). DO NOT USE 4E, use D4 instead. (still functional but causes a graphics glitch when I tried it)
- 4F open treasure chest bottom half
- 50 "number 0" on black
- ...
- 59 "number 9" on black
- ...
- 5f "number 15" on black
- 60 weird crystal like thing; seems to be like floor
- 61 lolo himself on black, operates like floor, pulses with water
- 62 egg on black
- 63 snakey on black
- 64 item holder
- 65 hammer
- 66 "PW" (goes above your items)
- 67-6f that crystal thing again; maybe slightly different?
- 70 floor - again? actually, looks like its STAIRS - floor until you finish the level
- 71 weird floor buttress'd against different tile graphic
- 72 up arrow, but not active. (I think it's for the arrow powerup)
- 73 - more crystal
- 80 sleepy leapers facing up (active!)
- 81 facing right
- 82 facing down
- 83 facing left
- 84 rockies facing up
- 85 rockies facing right
- 86 down
- 87 left
- 88-8b dillos
- 8c-8f fireshooters
- 90 don medusa vertical
- 91 don medusa horizontal
- 92 don medusa vertical
- 93 don medusa horizontal
- 94-97 medusa
- 98-9B skulls. Appears they also follow up/right/down/left, based on initial direction they run.
- 9C-9F real snakeys
- A0 fireball up on floor
- A1 fireball right on floor
- A2, A3 ..
- A4 medusa fire up (on floor) (doesn't kill, works like solid block)
- A5 medusa fire right (on floor) (does kill)
- A6 medusa fire down (on floor) (does kill)
- a7 medusa fire left (on floor) (doesn't kill, works like solid block)
- a8-ab don medusa fire, just like medusa fire above
- ac-af - block half moved. It's a bit glitchy; you can walk halfway on top of the block if it's near another block, otherwise you can push it and it becomes a normal block.
- b0-b3 - ok this is friggin cool. This is an egg that's ever in a state of hatching and unhatching. You can move it and even push it in water, but only when it's in hatch mode. if it dies, it will come back;
- b4-b7 - half-hatched egg (wall)
- b8-bb sinking eggs on floor; initially a wall, you can walk as they sink; but if you're on them when they go down, you die!
- bc-bf more hatching eggs
- c0 - lolo start position - normal floor if more than one.
- c1-cf normal or black (but always operates as floor). NOTE - actually designates what special items you'll have when used in the bottom left corner of the level.
- c3 is ladder.
- c2 is change arrow
- d0-d3 water that floats a monster in a given direction (up right down left)
- d4-d7 treasure chests - last one opens. USE D4 for your chest.
- d8-df treasure chests and crystals
- e0-ef black
- F0-FF causes glitches in surrounding tiles, and appears as mangled tiles
Also a really handy point - the famicom game "Eggerland - Souzou Heno Tabidachi", a precursor to Adventures of Lolo, features an in-game level editor, and the levels written to FDS virtual disk by that level editor appear to use all the same tile type codes as in Adventures of Lolo (though it doesn't compress the level the way Adventures of Lolo does, see my notes on the ROM Page).