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image-file |
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|
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name.xfa.size.png |
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|
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x = "x" (signifying a bigface without splitting) |
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f = facing |
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a = animation frame |
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size = base tile size, 32x32 or 64x64 |
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|
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Rest of this file describes the old numbering scheme. |
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|
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archetype-file NAME.arc |
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|
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image-file NAME.PDA |
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|
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where |
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P - part number |
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D - coding, or any other instance |
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coding in |
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A - animation phase |
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numbering, PDA |
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- 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F,G,...,Z |
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- alphanumerics |
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- can be thought as hexadecimals |
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|
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name NAME: |
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- maximum 10 characters long, so max file name is 14 characters, |
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that fit into portability requirements: |
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|
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Part numbers |
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3x3 |
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1 2 3 |
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4 5 6 |
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7 8 9 |
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2x2 |
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1 2 |
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3 4 |
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3x2 |
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1 2 3 |
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4 5 6 |
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2x3 |
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1 2 |
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3 4 |
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5 6 |
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codings: |
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direction: |
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|
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8 1 2 |
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\ | / |
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7- 0 -3 |
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/ | \ |
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6 5 4 |
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|
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- same as in crossfire |
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|
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turnable (reflecting objects): |
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0 to left, vertical |
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1 to right, horizontal |
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- also in gates,signs, ... |
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|
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walls: |
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1 |
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| |
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8 -+- 2 |
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| |
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4 |
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|
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- bit-combination; eg. 8 + 4 + 2 + 1 = F is cross, |
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4 + 1 = 5 is vertical wall. |
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|
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river: |
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|
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The non branched rivers are stored as river_XY.arc and river_XY.PDA |
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The XY use the direction scheme above (that is, river_15 runs |
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north/south). As of now, D and A are always 1. P will be up to |
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3, as rivers that run diagonally have wedges for the corners of the |
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adjacent spaces. These wedges are stored as river_48.211, river_48.311, |
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river_26.211 and river_26.311. The archetypes for these are stored |
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in river_48.arc and river_26.arc. |
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|
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Junctions are of the form branch_XYZ.[arc/111]. XYZ reperesent the |
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three directions the river exits. 367 would be east,southwest, and |
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west. Junctions may also have multiple parts - this happens when |
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the junction has a diagonal direction. |
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|
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By convention, all directions for the river parts are in ascending |
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order. That is to say if the exit locations are 2,6,3, that would |
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be stored as branch_236. |
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|
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cave: |
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-complex |
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|
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modified: |
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93/08 hevi@lut.fi - created |
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94/05 master@rahul.net - updated river definitions. |
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|
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### end of README ### |