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info.txt
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329 lines (299 loc) · 6.43 KB
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L5-1
6512, data for 21 platforms
Y-32 ? X-8 Speed
00 0B 00 00 15 FF
00 14 00 00 21 07
00 19 00 00 0E 07
00 1F 00 00 15 04
00 26 00 08 0E 00
00 26 00 00 1D 05
00 33 00 00 0D 05
00 33 00 00 15 09
00 3B 00 00 0E 04
00 3D 00 00 1D 07
00 42 00 00 14 05
00 4D 00 00 1F 07
00 58 00 00 1D 02
00 5F 00 10 17 02
00 6B 00 00 1D 07
00 6D 00 00 0D 07
00 7A 00 00 14 0A
00 80 00 00 1E 05
00 89 00 00 0D 08
00 91 00 00 11 05
00 91 00 00 19 05
L1-1
162
Pointers to enemy behaviour code.
Pointed to by level._offset_pointers_u1
index + 3 = entity type index
Level 1-1
0 00 02 32 00 3 Walker
1 00 02 28 BC 4 Dragon
2 00 02 39 5C 5 Bomber
3 00 02 3C E8 6 Falling missile
4 00 02 36 84 7 Hive
5 00 02 37 5C 8 Mosquito
6 00 02 3F 16 9 Leaf
7 00 02 2F 40 10 Power block
8 00 00 00 00
9 00 00 00 00
10 00 02 69 04 13 Exit sign
11 00 00 00 00
12 00 02 41 68 15 Boss
Level 1-2
0 00 02 32 00 3 Walker
1 00 02 5A 1E 4 Vines
2 00 02 4E 62 5 Airstrike
3 00 02 50 D4 6 Tiny eye
4 00 02 66 4C 7 Fish
5 00 02 53 36 8 Meatpile
6 00 02 56 28 9 Sphere spitter
7 00 02 2F 40 10 Power block
8 00 00 00 00
9 00 00 00 00
10 00 00 00 00
11 00 02 62 E2 14 Boss 1
12 00 02 5C 04 15 Boss 2
Level 2-1
0 00 00 00 00
1 00 02 2B 76 4 Spike
2 00 02 2D CC 5 Bug
3 00 02 30 FE 6 Gripper
4 00 00 00 00
5 00 02 35 76 8 Underwater enemies
6 00 00 00 00
7 00 02 32 CE 10 Power block
8 00 00 00 00
9 00 00 00 00 12 Placed in level where water starts, but null here? Maybe unused.
10 00 00 00 00
11 00 02 69 14 14 Exit sign
12 00 02 3A 90 15 Boss
Level 2-2
0 00 02 4F 7E 3 Mine
1 00 02 46 6A 4 Platform
2 00 00 00 00
3 00 00 00 00
4 00 00 00 00
5 00 02 49 B6 8 Ejector
6 00 02 4D 8C 9 Lasergun
7 00 02 32 CE 10 Power block
8 00 00 00 00
9 00 02 5B 08 12 Katakis
10 00 00 00 00
11 00 02 69 14 14 Exit sign
12 00 02 5B 94 15 Boss
Level 3-1
0 00 02 46 CA 3 Egg
1 00 02 48 4E 4 Turret
2 00 02 4A 30 5 Roller
3 00 02 4B 8E 6 Triangler
4 00 02 4E 14 7 Rocket
5 00 02 4F 46 8 Blob
6 00 02 51 44 9 Boss
7 00 00 00 00
8 00 00 00 00
9 00 00 00 00
10 00 00 00 00
11 00 00 00 00
12 00 00 00 00
Level 3-2
0 00 02 5D F2 3 Missler
1 00 02 60 F6 4 Gunman
2 00 02 5B 30 5 Ball
3 00 02 59 AC 6 Gun
4 00 02 56 E0 7 Copter
5 00 02 58 0E 8 Big gun
6 00 02 6D C8 9 Drone
7 00 00 00 00
8 00 00 00 00
9 00 00 00 00
10 00 00 00 00
11 00 00 00 00
12 00 02 63 DC 15 Boss
Level 3-3
0 00 00 00 00
1 00 00 00 00
2 00 00 00 00
3 00 00 00 00
4 00 00 00 00
5 00 00 00 00
6 00 00 00 00
7 00 00 00 00
8 00 00 00 00
9 00 00 00 00
10 00 00 00 00
11 00 00 00 00
12 00 02 70 96 15 End sequence + boss
Level 4-1
0 00 02 39 08 3 Firewalker
1 00 02 35 1C 4 Ejector
2 00 00 00 00 5 Cut entity, maybe code for it still exists though? But no graphics?
3 00 02 43 84 6 Power block
4 00 00 00 00 7 Start boss music\sequence? Placed but invisible. Maybe unused.
5 00 00 00 00
6 00 00 00 00
7 00 00 00 00
8 00 00 00 00
9 00 00 00 00
10 00 00 00 00
11 00 02 53 2A 14 Exit sign
12 00 02 46 12 15 Boss
Level 4-2
0 00 02 30 96 3 Walker
1 00 02 39 08 4 Firewalker
2 00 02 3A CA 5 Crusher
3 00 02 3F 24 6 Cog
4 00 02 41 3C 7 Emitter
5 00 02 3C 76 8 Flywalker
6 00 02 43 84 9 Power block
7 00 00 00 00
8 00 00 00 00
9 00 00 00 00
10 00 00 00 00
11 00 02 53 2A 14 Exit sign
12 00 02 4F 84 15 Megawalker boss
Level 5-1
0 00 02 23 D8 3 Chunk spitter
1 00 02 47 D0 4 Spitter chunk
2 00 02 30 10 5 Handeye
3 00 02 29 26 6 Pod
4 00 02 33 9C 7 Alien spitter
5 00 02 2D AC 8 Bouncer
6 00 02 49 C0 9 Alien gripper
7 00 02 35 F0 10 Power block
8 00 00 00 00
9 00 02 51 78 12 Music change
10 00 02 38 7E 13 Exit sign
11 00 00 00 00
12 00 00 00 00
Level 5-2
0 00 00 00 00
1 00 02 4F 64 4 Emitter
2 00 02 4D 82 5 Red gun
3 00 00 00 00
4 00 00 00 00
5 00 00 00 00
6 00 00 00 00
7 00 00 00 00
8 00 00 00 00
9 00 00 00 00
10 00 00 00 00
11 00 02 38 E2 14 Lift, spawned in code (see 6512)
12 00 02 3B F6 15 The Machine
11008
Walker behaviour code
11760
Walker sprite data
Start of some info, after some code
00 01 F0 4C
00 04 4
00 03 3
00 02 2
00 01 1
00 01 1
00 00 0
00 00 0
FF FF -1
FF FF -1
FF FE -2
FF FD -3
FF FC -4
FF FB -5
00 08 8
00 08 8
00 08 8
00 07 7
00 06 6
00 05 5
00 04 4
00 03 3
00 02 2
00 01 1
00 00 0
00 00 0
00 00 0
00 00 0
00 00 0
00 00 0
00 00 0
FF FF -1
FF FE -2
FF FD -3
FF FC -4
FF FB -5
FF FA -6
FF F9 -7
FF F8 -8
FF F8 -8
FF F8 -8
00 00 0
00 01 1
00 02 2
00 03 3
00 08 8
00 04 4
00 05 5
00 06 6
00 07 7
00 09 9
11912
Walker sprite data
8 frames
offset x offset y ? ?
00 03 00 02 00 14 00 12
00 03 00 01 00 13 00 12
00 03 00 02 00 14 00 12
00 03 00 01 00 13 00 12
00 01 00 02 00 14 00 12
00 02 00 01 00 13 00 11
00 01 00 02 00 14 00 12
00 01 00 01 00 14 00 12
11864
Walker sprite data pointers
12 absolute pointers to sprite data
00 02 35 C8 -> 0
00 02 35 D6 -> 1
00 02 35 E4 -> 2
00 02 35 F2 -> 3
00 02 36 00 -> 4
00 02 36 0E -> 5
00 02 36 1C -> 6
00 02 36 2A -> 7
00 02 36 38 -> 8
00 02 36 50 -> A
00 02 36 68 -> B
00 02 36 76 -> C
11990
Sprite data
Image = Image data (4bpp)
Mask = Mask data (1bpp)
? = ?
Cycles = cycles needed for drawing the sprite's full height
Height = Height in pixels
? = ? End of sequence?
walking left + right
image mask ? cycles? height ?
0 00 04 15 04 00 04 16 54 00 BA 05 43 15 00
1 00 04 16 A8 00 04 17 F8 00 BA 05 43 15 00
2 00 04 18 4C 00 04 19 9C 00 BA 05 43 15 00
3 00 04 19 F0 00 04 1B 40 00 BA 05 43 15 00
4 00 04 1B 94 00 04 1C E4 00 BA 05 43 15 00
5 00 04 1D 38 00 04 1E 88 00 BA 05 43 15 00
6 00 04 1E DC 00 04 20 2C 00 BA 05 43 15 00
7 00 04 20 80 00 04 21 D0 00 BA 05 43 15 00
8 00 04 19 F0 00 04 1B 40 00 BA 05 43 15 01 FF F6 (1, -10)
00 04 1B 3C
00 04 1B 90
upside down in wind
image mask cycles? height ?
A 00 04 20 80 00 04 21 D0 00 BA 05 43 15 01 FF F6 (1, -10)
00 04 21 CC
00 04 22 20
squished
image mask cycles? height ?
B 00 04 22 24 00 04 23 04 00 BA 03 83 0E 00
C 00 04 23 3C 00 04 24 1C 00 BA 03 83 0E 00
12164
Hive behaviour code
...