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» Level data, fully explained.
The Understanding Of The Level Data: Tiles EmptyFri Jan 25, 2019 6:17 pm by vrugtehagel


The Understanding Of The Level Data: Tiles

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The Understanding Of The Level Data: Tiles Empty The Understanding Of The Level Data: Tiles

Post by vrugtehagel Mon Jul 07, 2014 7:14 am

I this tutorial I'll explain the basics of the understanding of the level data. Level data is, first of all, split up into two parts: tiles and objects. The level data starts off with "00000000" (that's 8 of 'em). Then, the code for the tiles comes, and after that, the code for all obejcts comes.

The Tiles: the part of the tiles is basically a buch of two-digit numbers. Every two-digit number represents a tile. For example, an empty map, "0000000...", should be read as "00-00-00-00-00...". The tile code for an empty tile is 00. If you would make a full tile somewhere, then in your code you'll see "...00-00-10-00..." because the tile code of a full tile is "10". The tile codes are in hexadecimals, and should be read from right to left (so that "10" is actually the number "01" by turnig it around. This "01" is hexadecimal and converts to "1" in decimal numbers. This will get a little more complicated: for example a slanted empty vertical tile has codes "a1", "b1", "c1", and  "d1", which should be read "1a", "1b", "1c" and "1d", which convert to "26", "27", "28" and "29" in decimals.). The tile codes are:

Empty Tile: 00
Full Tile: 10
Half Tile: 20 30 40 50
Diagonal Half Tile: 60 70 80 90
Round Convex Tile: a0 b0 c0 d0
Round Concave Tile: e0 f0 01 11
Slanted Empty Horizontal Tile: 21 31 41 51
Slanted Full Horizontal Tile: 61 71 81 91
Slanted Empty Vertical Tile: a1 b1 c1 d1
Slanted Full Vertical Tile: e1 f1 02 12

And of course we all have seen my invention of the so-called "ghost tiles" and the less known "teleport tiles", which have tile codes:

Teleport Tiles: 22 32 42 52
Ghost Tiles: 62 72 82 92

Since those last two aren't built in, you should change the level data. Please note that changing any arbitrary "00" string in the level data won't always work: you could change the data to "... 00-06-20-00..." instead of the wanted "...00-00-62-00...". Thus it's best to first place a full tile for example, because you know the tile code is "10". You can then change "...00-00-10-00..." into "...00-00-62-00...". This way you avoid the problem from above.

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Post by Threat Mon Jul 07, 2014 11:02 pm

wow lots of facts crammed into my head suddenly...

anyways, nice tutorial vrugtehagel
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Post by EddyMataGallos Tue Jul 08, 2014 12:17 am

Nice tut, I'm not a mapper but I've always loved to analyze the game.

There is a full guide on N 2.0 data format on the Metanet forums:

http://forum.droni.es/viewtopic.php?f=67&t=9788

Read the first post by nevada and then the 4th, by Meta_Ing, they provide all information and in-depth explanation on what everything in the code represents. Except for the "ghost and teleport" tiles which hadn't been found back in the day, of course.
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Post by james_s Sat Jul 12, 2014 2:52 pm

Vrugtehagel, can you make a false half tile (small rectangle)? -cause I think it'd be useful for making trees in maps (pine forests)
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Post by vrugtehagel Sun Jul 13, 2014 3:31 pm

@James, if you mean a half tile acting as a ghost tile, then no, this is impossible (you can, though, put a half tile under a ghost tile). Otherwise I don't understand what you mean by "false" half tile, sorry.

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Post by trello Mon Jul 14, 2014 3:33 am

wow, i just choked on alot of numbers. that hurt.

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