Research (2) - Teleporters (DMute)
Posted: Fri Nov 17, 2000 2:00 pm
For teleprters, the tile hex is used for state and appearance, while the object hex is used for function
In a teleorter, the co-ordinates are bytes 3 and 4, but are stored in reverse to pressure pad co-ordinates.
So, if you convert the level (not global) co-ordinates to binary (X5 - X0, Y5 - Y0)
Then:
3rd byte: Y3,Y2,Y1,X5 X4,X3,X2,X1
4th byte: x,x,x,x x,x,Y5,Y4 ie 0 - 3
Byte 4 also contains the sound, rotation and type information
0x is an object teleporter
2x is a monster teleporter
4x is a part/object teleprter
6x teleporter everything
adding 10 to this value gives the the 'default north' teleporting effect, though DMute changes this in the buzz/no buzz box
For rotation, adding 4, 8 and c gives clockwise/east, anti-clockwise/west and 180/south respectively.
This sequence then repeats for 80 - ff, I'd guess (I have no sound) one series having the buzzing noise, one not. DMute uses 0, 20, 40, e0 for the various typs, which might be the reason for the no buzz/buzz confusion
In a teleorter, the co-ordinates are bytes 3 and 4, but are stored in reverse to pressure pad co-ordinates.
So, if you convert the level (not global) co-ordinates to binary (X5 - X0, Y5 - Y0)
Then:
3rd byte: Y3,Y2,Y1,X5 X4,X3,X2,X1
4th byte: x,x,x,x x,x,Y5,Y4 ie 0 - 3
Byte 4 also contains the sound, rotation and type information
0x is an object teleporter
2x is a monster teleporter
4x is a part/object teleprter
6x teleporter everything
adding 10 to this value gives the the 'default north' teleporting effect, though DMute changes this in the buzz/no buzz box
For rotation, adding 4, 8 and c gives clockwise/east, anti-clockwise/west and 180/south respectively.
This sequence then repeats for 80 - ff, I'd guess (I have no sound) one series having the buzzing noise, one not. DMute uses 0, 20, 40, e0 for the various typs, which might be the reason for the no buzz/buzz confusion