Talk:Adventures of Lolo:RAM map

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Revision as of 22:59, 3 January 2017 by Jadowdl (talk | contribs) (dump of personal notes about tile types for whomever wants it)
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[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).