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…LE CREATIO </tr> <td>ACTUALLY RET... doc/j/d.html: ...>レベルファã t-family:ms gothi ¬ベルファイã style="width:30px style="width:140p width:40px;">サã >説明</th> id="bg1">ヘッã� 値は常に「AC id="bg1">レベã� これはゲーã� id="bg1">レベã� 0=通常、1=自å id="bg1">音楽ã� 上位ビットï¼ id="bg4">未使ç� id="bg1">開始ä½ プレーヤーã� id="bg1">レベã� レベルのサã� id="bg2"height=" side">サイズ</ >基本的にビã 動的</td> id="bg3"height=" side">動的</td> >以下の表はã イル</h1> <br/>タイã >上位2ビット 旗</th> >タイルタイã 固体ブロッã� ノンクリッã� プレーヤーã� ブジェクトã� <br/>オブã style="width:30px style="width:140p width:40px;">サã >説明</th> id="bg3">オブã� id="bg3">サブã� オブジェクã� id="bg3">プロã� ここでは、ã� id="bg3">ポジã� オブジェクã� id="bg4">追加ã� side">動的</td> >オプションã </th> >オブジェクã <h2>アイテム< 宝石</td> ダイヤモンã� ハート</td> 星</td> 生活</td> <h2>エンティã ムー</td> フライングã� スパイクムã� 爆弾ムー</td> スパイク投ã� ヘリコプタã� フローティã� <h2>ドア</h2></ 仕上げドア</ ロックされã� リンクされã� スイッチドã� ピンボールã�... doc/j/v.html: ...<ver>0.06</ver> ... doc/v.html: ...2><ver>0.06</ver>... lvl/klex01.klo: ...... src/ctrl/draw.gml: .../draw_rectangle_c //view_wview[ //c_white,c_whit f pause { draw_set_alpha(1) draw_sprite(pause draw_set_alpha(.5 draw_rectangle_co view_wview[0 c_black,c_black draw_sprite_part( view_xview[0]+(v for (i = 0; i < 4 draw_sprite_part view_xview[0]+( draw_sprite_part view_xview[0]+( 78,1,c_white,1) draw_sprite_part view_xview[0]+( if (i=0) { draw_sprite_par view_xview[0]+ 1,1,c_white,1) draw_sprite_par view_xview[0]+ -1,1,c_white,1 } }... src/ctrl/step.gml: ...board_check_press use om_set_background ance_activate_all te_delete(pausesc e = false AKE THIS BETTER S usescr = sprite_c om_set_background en_save(temp_dire escr = sprite_add _delete(temp_dire ance_deactivate_a e = true... src/init.gml: ...size,levelsizeraw imesrc,confnt,pau bounds, nable_base, nable_hearts, nable_gems, nable_stars, ,pausescr e = get_open_file = 100 r (j=0;j<levelsiz for (i=0;i<levels { filecur += 1 file_bin_seek(lv _tempvar0 = file if HIBIT(_tempva with instance_c if LOBIT(_tempva with instance_c } h instance_create... src/klo/draw.gml: ...et_alpha(1)... src/klo/step.gml: ...if (view_yview[0] view_yview[0] = l... src/proj/.gm81: ...... src/tile/draw.gml: ...et_alpha(1) et_color(c_black)... lvl/klex01.klo.bak: ...�� �... src/proj/board/: ...... src/scr/rmj2asc.gml: ...OMAJI-TO-ASCII
//...
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donnaken15 committed Jan 5, 2021
1 parent b811ab4 commit f46d9cc
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8 changes: 6 additions & 2 deletions doc/c.html
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</head>
<body>
<h1>Log of the Dreamscape</h1><br/>
<h2>Last updated: 12/20/20 7:30 PM</h2><br/>
<h2>Last updated: 01/03/21 5 AM</h2><br/>
<table>
<tr>
<th style="width:84px;">Date</th>
<th style="width:70vw;">Event</th>
</tr>
<tr>
<td class="center">01/02/21</td>
<td>TILE CREATION@!!<br/>more stuff to do with uploading files in data links</td>
</tr>
<tr>
<td class="center">12/20/20</td>
<td>Ditched view functionality and made better platforming code</td>
Expand All @@ -68,7 +72,7 @@ <h2>Last updated: 12/20/20 7:30 PM</h2><br/>
</tr>
<tr>
<td class="center">12/03/20</td>
<td>ACTUALLY RETURNING TO THIS<br>dealt with a bunch of file analyzer test BS<br/>thought of making structure that setups sprite cropping and whatever</td>
<td>ACTUALLY RETURNING TO THIS<br>dealt with a bunch of file analyzer test BS<br/>thought of making structure that sets up<!--lol--> sprite cropping and whatever</td>
</tr>
<tr>
<td class="center">07/27/20</td>
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146 changes: 73 additions & 73 deletions doc/j/d.html
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<html lang="en">
<head>
<meta charset="utf-8"/>
<title>Visual Analysis of Level Files</title>
<title>レベルファイルの視覚的分析</title>
<style>
table {
border-collapse: collapse;
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padding: 3px;
}
* {
font-family: arial, tahoma, verdana, sans-serif, times new roman, times, serif, courier new, courier, monospace;
font-family: ms gothic, ms pgothic, arial, tahoma, verdana, sans-serif, times new roman, times, serif, courier new, courier, monospace;
padding:0;
font-size:12px;
}
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</style>
</head>
<body>
<h1>Visual Analysis of Level Files</h1>
<h1>レベルファイルの視覚的分析</h1>
<table id="hexDownwards" class="center">
<tr>
<!--th>endian</th-->
<th style="width:30px;">file offset</th>
<th style="width:140px;">field name</th>
<th style="width:30px;">field size</th>
<th>description</th>
<th style="width:30px;">宛名</th>
<th style="width:140px;">データ名</th>
<th style="width:40px;">サイズ</th>
<th>説明</th>
</tr>
<tr>
<td>0</td>
<td id="bg1">HeaderID</td>
<td id="bg1">ヘッダーID</td>
<td>2</td>
<td>value should always be "AC 1E"</td>
<td>値は常に「AC1E」である必要があります</td>
</tr>
<tr>
<td>2</td>
<td id="bg1">LevelVersion</td>
<td id="bg1">レベルバージョン</td>
<td>1</td>
<td>must match game's level version or it will not play</td>
<td>これはゲームのレベルバージョンと一致する必要があります。一致しない場合は、ゲームはプレイされません</td>
</tr>
<tr>
<td>3</td>
<td id="bg1">LevelType</td>
<td id="bg1">レベルタイプ</td>
<td>1</td>
<td>0 = normal, 1 = autoscroll, 2 = hoverboard</td>
<td>0=通常、1=自動スクロール、2=ホーバーボード</td>
</tr>
<tr>
<td>4</td>
<td id="bg1">MusicThemeID</td>
<td id="bg1">音楽とテーマID</td>
<td>1</td>
<td>HIBIT: music, LOBIT: tile graphics</td>
<td>上位ビット:音楽、下位ビット:タイルグラフィックス</td>
</tr>
<tr>
<td>5</td>
<td id="bg4">Unused</td>
<td id="bg4">未使用の</td>
<td>3</td>
</tr>
<tr>
<td>8</td>
<td id="bg1">StartPosition</td>
<td id="bg1">開始位置</td>
<td>4</td>
<td>two 2-bit integers to indicate where the player starts</td>
<td>プレーヤーの開始位置を示す2ビット整数</td>
</tr>
<tr>
<td>12</td>
<td id="bg1">LevelSize</td>
<td id="bg1">レベルサイズ</td>
<td>4</td>
<td>two 2-bit integers to indicate size of the level</td>
<td>レベルのサイズを示す2ビット整数</td>
</tr>
<tr>
<td>16</td>
<td id="bg2" height="60">LevelTiles</td>
<td class="side">LvSz</td>
<td>basically like a bitmap, each byte is one tile;<br/>has 16 byte alignment</td>
<td id="bg2" height="60">レベルタイル</td>
<td class="side">サイズ</td>
<td>基本的にビットマップのように、各バイトは1つのタイルです。<br/>16バイトの整列</td>
</tr>
<tr>
<td>any</td>
<td id="bg3" height="60">Objects</td>
<td class="side">any</td>
<td>the below table represents what this data is made of</td>
<td>動的</td>
<td id="bg3" height="60">オブジェクト</td>
<td class="side">動的</td>
<td>以下の表は、このデータの構成要素を表しています。</td>
</tr>
</table><br/>
<h1>Tiles</h1>
<br/>A tile can have one of 63 textures. (6 bits wide)<br/>
<br/>The two highest bits are used to define the type of tile.<br/><br/>
<h1>タイル</h1>
<br/>タイルは63のテクスチャの1つを持つことができます。 (6ビット幅)<br/>
<br/>上位2ビットは、タイルのタイプを定義するために使用されます。<br/><br/>
<table id="bitstuff">
<tr>
<th>flags</th>
<th>tile type</th>
<th>国旗</th>
<th>タイルタイプ</th>
</tr>
<tr>
<td>00</td>
<td>solid block</td>
<td>固体ブロック</td>
</tr>
<tr>
<td>01</td>
<td>non-clipping</td>
<td>ノンクリッピング</td>
</tr>
<tr>
<td>10</td>
<td>hurt player</td>
<td>プレーヤーを傷つける</td>
</tr>
<tr>
<td>11</td>
<td>??</td>
</tr>
</table><br/>
<h1>Deconstruction of Objects</h1>
<br/>Objects are usually 8 bytes long and this sector of the level file aligns to such<br/><br/>
<h1>オブジェクトの脱構築</h1>
<br/>オブジェクトは通常8バイトの長さであり、レベルファイルのこのセクターはそのようなものに整列します<br/><br/>
<table id="hexDownwards" class="center">
<tr>
<th style="width:30px;">byte offset</th>
<th style="width:140px;">field name</th>
<th style="width:30px;">field size</th>
<th>description</th>
<th style="width:30px;">宛名</th>
<th style="width:140px;">データ名</th>
<th style="width:40px;">サイズ</th>
<th>説明</th>
</tr>
<tr>
<td>0</td>
<td id="bg3">ObjectType</td>
<td id="bg3">オブジェクトタイプ</td>
<td>1</td>
<td></td>
</tr>
<tr>
<td>1</td>
<td id="bg3">SubObjectType</td>
<td id="bg3">サブオブジェクトタイプ</td>
<td>1</td>
<td>type of object type</td>
<td>オブジェクトタイプタイプ</td>
</tr>
<tr>
<td>2</td>
<td id="bg3">Properties</td>
<td id="bg3">プロパティ</td>
<td>2</td>
<td>various data belongs<br/>here specific to the<br/>object type</td>
<td>ここでは、オブジェクトタイプに固有のさまざまなデータが属します</td>
</tr>
<tr>
<td>4</td>
<td id="bg3">Position</td>
<td id="bg3">ポジション</td>
<td>4</td>
<td>two 2-bit integers to indicate where the object is created</td>
<td>オブジェクトが作成される場所を示す2つの2ビット整数</td>
</tr>
<tr>
<td>8</td>
<td id="bg4">ExtraData</td>
<td class="side">any</td>
<td>optional; may be used for signs</td>
<td id="bg4">追加データ</td>
<td class="side">動的</td>
<td>オプション。 標識に使用できます</td>
</tr>
</table><br/><br/>
<table id="bitstuff">
<tr>
<th>value</th>
<th>object type</th>
<th></th>
<th>オブジェクトタイプ</th>
</tr>
<tr>
<td><h2>items</h2></td>
<td><h2>アイテム</h2></td>
</tr>
<tr>
<td>00 00</td>
<td>gem</td>
<td>宝石</td>
</tr>
<tr>
<td>00 01</td>
<td>diamonds (5 gems)</td>
<td>ダイヤモンド(5宝石)</td>
</tr>
<tr>
<td>00 02</td>
<td>heart</td>
<td>ハート</td>
</tr>
<tr>
<td>00 03</td>
<td>star</td>
<td></td>
</tr>
<tr>
<td>00 04</td>
<td>life</td>
<td>生活</td>
</tr>
<tr>
<td><h2>entities</h2></td>
<td><h2>エンティティ</h2></td>
</tr>
<tr>
<td>01 00</td>
<td>moo</td>
<td>ムー</td>
</tr>
<tr>
<td>01 01</td>
<td>flying moo</td>
<td>フライングムー</td>
</tr>
<tr>
<td>01 02</td>
<td>spike moo</td>
<td>スパイクムー</td>
</tr>
<tr>
<td>01 03</td>
<td>bomb moo</td>
<td>爆弾ムー</td>
</tr>
<tr>
<td>01 04</td>
<td>spike throwing moo</td>
<td>スパイク投げムー</td>
</tr>
<tr>
<td>01 05</td>
<td>copter moo</td>
<td>ヘリコプタームー</td>
</tr>
<tr>
<td>01 06</td>
<td>floating ball</td>
<td>フローティングボール</td>
</tr>
<tr>
<td><h2>door</h2></td>
<td><h2>ドア</h2></td>
</tr>
<tr>
<td>02 00</td>
<td>finish door</td>
<td>仕上げドア</td>
</tr>
<tr>
<td>02 01</td>
<td>locked door</td>
<td>ロックされたドア</td>
</tr>
<tr>
<td>02 02</td>
<td>linked warp</td>
<td>リンクされたワープ</td>
</tr>
<tr>
<td>02 03</td>
<td>switch door</td>
<td>スイッチドア</td>
</tr>
<tr>
<td>02 04</td>
<td>pinball door<sub>lol</sub></td>
<td>ピンボールドア<sub></sub></td>
</tr>
</table><br/><br/>
</body>
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2 changes: 1 addition & 1 deletion doc/j/v.html
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Expand Up @@ -44,7 +44,7 @@ <h1>
<img id="langswap" src="../../gfx/misc/langswap.png"/></a>バージョン履歴</h1>
<ul>
<li>
<h2><ver>0.06</ver> | リリース <datetime>2021年㋀</datetime></h2>
<h2><ver>0.06</ver> | リリース <datetime>2021年㋀</datetime></h2>
詳細:
<ul>
<li>最初のパブリックビルド
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2 changes: 1 addition & 1 deletion doc/v.html
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Expand Up @@ -46,7 +46,7 @@ <h1>
Version History</h1>
<ul>
<li>
<h2><ver>0.06</ver> - released <datetime>Jan 21, 2021</datetime></h2>
<h2><ver>0.06</ver> - released <datetime>Jan 7, 2021</datetime></h2>
Details:
<ul>
<li>First public build
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Binary file modified lvl/klex01.klo
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Binary file added lvl/klex01.klo.bak
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34 changes: 33 additions & 1 deletion src/ctrl/draw.gml
Original file line number Diff line number Diff line change
@@ -1 +1,33 @@
frame+=1
frame+=1
//draw_rectangle_color(view_xview[0],view_yview[0],
//view_wview[0],view_hview[0],
//c_white,c_white,c_white,c_white,false)
if pause {
draw_set_alpha(1)
draw_sprite(pausescr,0,view_xview[0],view_yview[0])
draw_set_alpha(.5)
draw_rectangle_color(view_xview[0],view_yview[0],
view_wview[0],view_hview[0],
c_black,c_black,c_black,c_black,false)
draw_sprite_part(hudspr,0,40,43,60,22,
view_xview[0]+(view_wview[0]/4)+30,view_yview[0]+(view_hview[0]/10))
for (i = 0; i < 4; i += 1) {
draw_sprite_part(hudspr,0,0,43,12,14,
view_xview[0]+(view_wview[0]/4)+10,view_yview[0]+(view_hview[0]/3)-10+(i*20))
draw_sprite_part_ext(hudspr,0,11,43,1,14,
view_xview[0]+(view_wview[0]/4)+22,view_yview[0]+(view_hview[0]/3)-10+(i*20),
78,1,c_white,1)
draw_sprite_part(hudspr,0,12,43,12,14,
view_xview[0]+(view_wview[0]/4)+98,view_yview[0]+(view_hview[0]/3)-10+(i*20))
if (i=0)
{
draw_sprite_part_ext(hudspr,0,24,43,16,16,
view_xview[0]+(view_wview[0]/4)-16,view_yview[0]+(view_hview[0]/3)-10+(i*20)-1,
1,1,c_white,1)
draw_sprite_part_ext(hudspr,0,24,43,16,16,
view_xview[0]+(view_wview[0]/4)+134,view_yview[0]+(view_hview[0]/3)-10+(i*20)-1,
-1,1,c_white,1)
}
}

}
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