Saturday, May 15, 2010

The Final Post On Warps

Well, after about checking this out for maybe 5 hours (You have to keep note that I tend to slack off... a lot...), I've grasped the way side rooms work. The first byte is unchangeable, but doesn't effect how we edit warps. Infact, I don't see its use. Anyhow, the second byte is the source map. There is no source group (I will be calling this region after this post) because side room use virtual group 6 (Note: There is no real group. This saves about 2 bytes in terms of instructions without using bit 5,a). The third byte is a reference to the warp data, like other warps, and the last byte is the same nybble-encoded byte (Will be explained below).

The reference byte (03) refers to data as follows. The first byte is the real destination map, the second byte is the destination location (I still keep my warp-tile theory as it HAS been seen), and the last byte controls the room-enter type. For example, 03 is facing up, 04 is facing right, 05 is falling from above, etc...

Now the last byte is nybble-encoded. The first nybble controls the destination group (region), whereas the second nybble controls how you enter the warp (Or exit the room rather). For example, 03 (If I remember correctly), is a straight-forward switch to the map. 04 will move you up a little bit as if climbing up a ladder.

So my plans and previous interpretations were incorrect. The warp editor will have its second phase started Saturday, May 15th (Some may call it tomorrow, others today, as it's currently 4:54AM here) and hopefully started then too. Thanks for reading and stay tuned for more updates!

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