AbePralle-FGB/Tools/LevelEditor/LevelDataFormat.txt

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FGB Level Data Format
July 6, 2020 by Abe pralle
file_format_version = 3 : Byte
class_count_minus_1 : Byte
first_character_index : Byte # the first index that is a mobile character rather than a BG tile
first_character_id : UInt16LowHigh # the class of the first character
forEach (index in 0..class_count_minus_1)
class_number_low : Byte
class_number_high : Byte
class_number = ((class_number_high :<<: 8) | class_number) - 1
endForEach
tiles_wide : Byte
pitch : Byte # smallest power of 2 where tiles_wide <= pitch
tiles_high : Byte
loop (tiles_high)
loop (tiles_wide)
class_index : Byte
endLoop
endLoop
bg_color : UInt16 # 0_bbbbb_ggggg_rrrrr
# Waypoint List
# TODO (investigate starting at Tools/LevelEditor/Source/Controls.cpp line 393)
# Zones
# TODO
# Exits
# TODO
# Exit Links
# TODO