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NovaYoshi

level header format

Sep 4th, 2015
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  1. MUSIC_FLAGS1
  2. ;ad.mmmmm
  3. ;|| +++++- music
  4. ;|+------- if 1, player starts facing left
  5. ;+-------- if 1, use alternate buffer for collected bits
  6. XPOS
  7. ;xxxxxxxx
  8. ;++++++++- X position the player starts on
  9. YPOS_SCREENS
  10. ;ssssyyyy
  11. ;||||++++- Y position the player starts at
  12. ;++++----- number of screens in the level
  13. SPRITE_SLOT_1
  14. ;tttttttt sprite tileset 1
  15. SPRITE_SLOT_2
  16. ;tttttttt sprite tileset 2
  17. SPRITE_SLOT_3
  18. ;tttttttt sprite tileset 3
  19. SPRITE_SLOT_4
  20. ;tttttttt sprite tileset 4
  21. LEVEL_POINTER_LO
  22. LEVEL_POINTER_HI
  23. SPRITE_POINTER_LO
  24. SPRITE_POINTER_HI
  25. BACKGROUND_COLOR
  26. .endenum
  27. ;uuuuuuuu - list of uploads to make for background tiles, palettes or whatever
  28. ;11111111 - ending with 255
  29. ;gets written to LevelUploadList
  30.  
  31. ;hgfedcba Lonmlkji - boundaries between screens horizontally
  32. ;if L: specify links for top and bottom
  33. ;????nnnn
  34. ;||||++++- number of screens to change
  35. ;++++----- other flags that haven't been assigned anything
  36. ;ttttbbbb
  37. ;||||++++- bottom screen link
  38. ;++++----- top screen link
  39.  
  40. ;Level data:
  41. ;TTTTTTTT XXXXYYYY [SSSSSSSS]
  42. ;T - Object type (0-255)
  43. ;Y - Y position absolute (0-15)
  44. ;X - X position relative (0-15)
  45. ;S - Settings byte, if needed
  46. ;
  47. ;Level commands
  48. ;1111TTTT [SSSSSSSS]
  49. ;T - 0 finished with the level
  50. ; 1 set X to S
  51. ; 2 write 1 column byte at current column
  52. ; 3 write 2 column bytes starting at this column
  53. ; 4 write 3 column bytes starting at this column
  54. ; 5 current X -= 16
  55. ; 6 current X += 16
  56.  
  57. ---- level 1:
  58.  
  59. .byt 0 ; music 0
  60. .byt 5 ; X pos 5
  61. .byt $25 ; 2 screens, start at Y pos 5
  62. .byt GraphicsUpload::SP_WALKER
  63. .byt GraphicsUpload::SP_CANNON
  64. .byt GraphicsUpload::SP_FIRE
  65. .byt GraphicsUpload::SP_KING
  66. .addr Level1Data
  67. .addr Level1Sprite
  68. .byt $31 ; background
  69. .byt GraphicsUpload::PAL_GRASSY
  70. .byt GraphicsUpload::BG_COMMON
  71. .byt GraphicsUpload::BG_GRASSY
  72. .byt 255
  73. .word %0000000000000000 ; boundaries
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