BunguruWA MAP
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MAP
- Format Type : Game Level
- Endian Order : Little Endian
- Date Posted : Dec. 31, 2005
Format Specifications
// HEADER
- uint32 {4} - Half the Length of the Level's Width (measured in ingame blocks)(Default: 13)
- uint32 {4} - The Length of the Level's Length (measured in ingame blocks) (Default: 256)
- uint32 {4} - The Width of a Block (measured in pixels) (Default: 32)
- uint32 {4} - The Length of a Block (measured in pixels) (Default: 32)
- uint32 {4} - Unknown (Default: 4, gameplay heavily affected if changed)
- uint32 {4} - Unknown (Default: 4)
// LEVEL DATA
- byte {X} - x number of 16-bit integers
Notes and Comments
- Explanation of the level data 16-bit Integers:
- if uint16 {2} = 0 .. null, nothing at all, pure space in the map.
- if uint16 {2} = 1 .. rock solid block, one that doesn't fall apart.
- if uint16 {2} = 2 .. score point
- if uint16 {2} = 3 .. finalization point - for completing the level
- if uint16 {2} = 4 .. a block with easy difficulty
- if uint16 {2} = 8 .. a block with normal difficulty
- if uint16 {2} = 12 .. a block with hard difficulty
- Something which is a little unclear is where the play character's start offset is located. It seems like this can be calculated by: level's width * level's length - 42
- This game can be found at http://www.the-underdogs.org/game.php?id=4084 (freeware).
Compatible Programs
None, as far as I know.