-
Notifications
You must be signed in to change notification settings - Fork 0
/
leveldata.asm
1417 lines (1270 loc) · 42.7 KB
/
leveldata.asm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
.mapData:
; Effect flags:
; 1 Snow
; 2 Room is dark unless have lamp
; 3 Colour cycling takes place
; 4 Shoggoth
; Screen 0 : Title page
EQUB &00 ; High nibble: Tile set number | Low nibble: Index into string table
EQUB 0 ; Index into screen table and flip bit (7bits index + 1 flip bit)
EQUB _effectSnow ; FX Flag (5) | ITEM COLLECTED BIT | [1..0] : Number aliens present *** NEW REWORK
EQUB 0,0,0,0 ; Exit screens NSEW
EQUB 0 ; Use one of these bits to restore the item bits on a game over *** NEW REWORK : xxxxx %011 <- high nibble+1: san lose(max25), 1 bit spare, 1 bit for sanloss, 1 for item!
; Screen 1 : Base camp
EQUB &02 ; High nibble: Tile set number | Low nibble: Index into string table
EQUB 1 ; Index into screen table and flip bit (7bits index + 1 flip bit)
EQUB _effectSnow ; Snow, no items
EQUB 0,0,2,40 ; Exit screens NSEW
EQUB 0 ; Use one of these bits to restore the item bits on a game over *** NEW REWORK
; Screen 2 : Wasteland
EQUB &03 ; Index into string table
EQUB 2 ; Index into screen table and flip bit (7bits index + 1 flip bit)
EQUB _effectSnow OR 0 ; FX Flag (5)
EQUB 0,0,3,1 ; Exit screens NSEW
EQUB 0 ; Use one of these bits to restore the item bits on a game over *** NEW REWORK
; Screen 3 : Wasteland
EQUB &03 ; Index into string table
EQUB 2 ; Index into screen table and flip bit (7bits index + 1 flip bit)
EQUB _effectSnow OR 1 ; FX Flag (5)
EQUB 0,0,4,2 ; Exit screens NSEW
EQUB 0 ; Use one of these bits to restore the item bits on a game over *** NEW REWORK
; Screen 4 : Wasteland with ladder
EQUB &03
EQUB 3
EQUB _effectSnow OR 0
EQUB 0,0,5,3
EQUB &00
; Screen 5 : Cave mouth
EQUB 4 ; Index into string table
EQUB 4 ; Index into screen table and flip bit (7bits index + 1 flip bit)
EQUB _effectSnow OR 0 ; FX Flag (5)
EQUB 0,12,6,4 ; Exit screens NSEW
EQUB 0 ; Spare byte
; Screen 6 : Right of cave mouth
EQUB &03
EQUB 5
EQUB _effectSnow OR 0
EQUB 0,0,7,5
EQUB 0
; Screen 7 : Right of cave mouth w/ ladder
EQUB &03
EQUB 6
EQUB _effectSnow OR 0
EQUB 8,0,9,6
EQUB 0
; Screen 8 : Above 6
EQUB &03
EQUB 7
EQUB _effectSnow OR 0
EQUB 0,7,11,10
EQUB 0
; Screen 9 : The clearing
EQUB &03
EQUB 8
EQUB _effectSnow OR 0
EQUB 0,15,22,7
EQUB 0
; Screen 10 : Cave to left
EQUB 8
EQUB 9
EQUB 0 OR SCREEN_FLAGS_ITEM_PRESENT OR 1
EQUB 0,0,8,0
EQUB $01 ; item
; Screen 11 : Cave to right
EQUB 8
EQUB 10
EQUB 0 OR SCREEN_FLAGS_ITEM_PRESENT OR 2
EQUB 0,0,0,8
EQUB $01 ; item
; Screen 12 : In the cave
EQUB &25
EQUB 11
EQUB _effectSnow OR 1
EQUB 0,20,13,16
EQUB %110 ; sanity + no item
; Screen 13 : Right of "In the cave"
EQUB &25
EQUB 12
EQUB 1
EQUB 0,0,15,12
EQUB 0
; Screen 14 : east tower entrance
EQUB &20 OR 14
EQUB 19
EQUB _effectSnow OR 1
EQUB 0,0,23,15
EQUB 0
; Screen 15 : Poor Lake
EQUB &20 OR 12
EQUB 13
EQUB _effectSnow OR SCREEN_FLAGS_ITEM_PRESENT
EQUB 9,0,14,13
EQUB 1
; Screen 16 : Left of "In the cave"
EQUB &25
EQUB 14
EQUB 0 OR 2
EQUB 0,0,12,17
EQUB 0
; Screen 17 : Left again
EQUB &25
EQUB 15
EQUB 1 OR SCREEN_FLAGS_ITEM_PRESENT
EQUB 0,0,16,18
EQUB 1
; Screen 18 : Left yet again
EQUB &25
EQUB 14
EQUB 0 OR 2
EQUB 0,0,17,19
EQUB 0
; Screen 19 : Under base camp
EQUB &20 OR 7
EQUB 16
EQUB 0 OR 1
EQUB 0,0,18,25
EQUB 0
; Screen 20 : 2 Down from cave mouth
EQUB &25
EQUB 17
EQUB 0 OR SCREEN_FLAGS_ITEM_PRESENT
EQUB 12,0,0,21
EQUB 1
; Screen 21 : Left of 20
EQUB &25
EQUB 18
EQUB 0 OR SCREEN_FLAGS_ITEM_PRESENT
EQUB 0,0,20,0
EQUB $01
; Screen 22 : Above east tower entrance
EQUB &20 OR 14
EQUB 20
EQUB _effectSnow OR 0
EQUB 46,14,0,9
EQUB 0
; Screen 23 : East tower base
EQUB &20 OR 14
EQUB 21
EQUB 0 OR 1
EQUB 27,28,29,14
EQUB 0
; Screen 24 : Poor Gedney
EQUB &00 OR 13
EQUB 22
EQUB _effectSnow OR 1 OR SCREEN_FLAGS_ITEM_PRESENT
EQUB 0,0,0,48
EQUB %111 ; sanity + item
; Screen 25 : Left of 'under the camp'
EQUB &20 OR 7
EQUB 23
EQUB 0 OR 2
EQUB 0,31,19,0
EQUB 0
; Screen 26 : Top of east tower
EQUB &20 OR 14
EQUB 24
EQUB _effectSnow OR 1 OR SCREEN_FLAGS_ITEM_PRESENT
EQUB 0,27,0,46
EQUB 1
; Screen 27 : East tower midrif
EQUB &20 OR 14
EQUB 25
EQUB 0
EQUB 26,23,0,0
EQUB 0
; Screen 28 : Gate to hell
EQUB &20 OR 11
EQUB 26
EQUB _effectGems
EQUB 23,0,41,0
EQUB 0
; Screen 29 : East of east Tower
EQUB &20 OR 14
EQUB 27
EQUB _effectSnow OR 0
EQUB 0,0,30,23
EQUB 0
; Screen 30 : Wasteland east
EQUB &0 OR 3
EQUB 2
EQUB _effectSnow OR 0
EQUB 0,0,48,29
EQUB 0
; Screen 31 : Bottom left of under camp quadrant
EQUB &20 OR 7
EQUB 28
EQUB _effectPaletteChange2 OR SCREEN_FLAGS_ITEM_PRESENT OR 2
EQUB 25,34,32,0
EQUB %111 ; sanity+item
; Screen 32 : Bottom right of under camp quadrant
EQUB &20 OR 7
EQUB 29
EQUB _effectPaletteChange2 OR 2 OR SCREEN_FLAGS_ITEM_PRESENT
EQUB 0,33,0,31
EQUB 1 ; item
; Screen 33 : Catacombs one
EQUB &20 OR 6
EQUB 30
EQUB _effectPaletteChange2 OR _effectDark OR 1
EQUB 32,0,0,34
EQUB %110 ; sanity
; Screen 34 : Catacombs two
EQUB &20 OR 6
EQUB 31
EQUB _effectPaletteChange2 OR _effectDark OR 1 OR SCREEN_FLAGS_ITEM_PRESENT
EQUB 0,47,33,35
EQUB $01
; Screen 35 : West tower base
EQUB &20 OR 15
EQUB 32
EQUB 0 OR 2
EQUB 36,0,34,0
EQUB 0
; Screen 36 : West tower middle #1
EQUB &20 OR 15
EQUB 33
EQUB 0
EQUB 37,35,0,0
EQUB 0
; Screen 37 : West tower middle #2
EQUB &20 OR 15
EQUB 33
EQUB 0 OR 1
EQUB 38,36,0,0
EQUB 0
; Screen 38 : West tower top
EQUB $20 OR 15
EQUB 34
EQUB _effectSnow OR SCREEN_FLAGS_ITEM_PRESENT
EQUB 0,37,39,0
EQUB 1 ; item
; Screen 39 : Out of west tower (left of base camp)
EQUB $20 OR $03
EQUB 35
EQUB _effectSnow
EQUB 0,0,40,38 ; Exit back to base camp
EQUB 0
; Screen 40 : Wasteland to base camp
EQUB $00 OR $03
EQUB 2
EQUB _effectSnow
EQUB 0,0,1,39
EQUB 0
; Screen 41 : Hell #1
EQUB $20 OR 16
EQUB 36
EQUB _effectPaletteChange OR 0
EQUB 0,44,42,28
EQUB $0
; Screen 42 : Hell #2
EQUB $20 OR 16
EQUB 37
EQUB _effectPaletteChange OR SCREEN_FLAGS_ITEM_PRESENT OR 1
EQUB 0,0,0,41
EQUB $01
; Screen 43 : Shoggoth #1
EQUB $20 OR 16
EQUB 38
EQUB _effectPaletteChange OR 1
EQUB 0,0,44,0
EQUB $00
; Screen 44 : Shoggoth #2 (Drop in here from hell #1)
EQUB $20 OR 16
EQUB 39
EQUB _effectPaletteChange OR 0
EQUB 0,0,45,43
EQUB %110 ; sanity
; Screen 45 : Shoggoth #3 (END GAME)
EQUB $20 OR 17
EQUB 40
EQUB _effectPaletteChange OR 0
EQUB 0,0,49,44
EQUB $00
IF FALSE
; Screen 46 : Secret room #1 (REMOVED)
EQUB $20 OR 8
EQUB 41
EQUB _effectPaletteChange OR 0
EQUB 15,0,43,0
EQUB $00
ENDIF
; Screen 47 (Now 46) : Just left of east tower top
EQUB $20 OR 14
EQUB 42
EQUB _effectSnow
EQUB 0,22,26,0
EQUB $00
IF FALSE
; Screen 48 : Secret room #2 (REMOVED)
EQUB $20 OR 8
EQUB 43
EQUB _effectPaletteChange2 OR 0
EQUB 0,0,0,33
EQUB 0
ENDIF
; Screen 49 (Now 47): Catacombs extra #1
EQUB $20 OR 6
EQUB 44
EQUB _effectPaletteChange2 OR _effectDark
EQUB 34,0,0,0
EQUB 0
; Screen 50 (Now 48) : Wasteland to Gedney #2
EQUB $00 OR 3
EQUB 2
EQUB _effectSnow OR 0
EQUB 0,0,24,30
EQUB 0
; Screen 51 (Now 49) : Congratulations
EQUB $20 OR 0
EQUB 45
EQUB _effectSnow OR 0
EQUB 0,0,0,0
EQUB 0
.screenTable:
EQUW screen1Data ; title, uses same screen = 0
EQUW screen1Data
EQUW screen2Data
EQUW screen3Data
EQUW screen4Data
EQUW screen5Data
EQUW screen6Data
EQUW screen7Data
EQUW screen8Data
EQUW screen9Data
EQUW screen10Data
EQUW screen11Data
EQUW screen12Data
EQUW screen13Data
EQUW screen14Data
EQUW screen15Data
EQUW screen16Data
EQUW screen17Data
EQUW screen18Data
EQUW screen19Data
EQUW screen20Data
EQUW screen21Data
EQUW screen22Data
EQUW screen23Data
EQUW screen24Data
EQUW screen25Data
EQUW screen26Data
EQUW screen27Data
EQUW screen28Data
EQUW screen29Data
EQUW screen30Data
EQUW screen31Data
EQUW screen32Data
EQUW screen33Data
EQUW screen34Data
EQUW screen35Data
EQUW screen36Data
EQUW screen37Data
EQUW screen38Data
EQUW screen39Data
EQUW screen40Data
EQUW 0 ;screen41Data
EQUW screen42Data
EQUW 0 ;screen43Data
EQUW screen44Data
EQUW congratulationsScreen ; currently 45
IF FALSE
; Title screen
.titleScreenData
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB &03,1,1 OR _bitFlipped
EQUB &07,10,3,3 OR _bitFlipped
EQUB &FF,$f0,2
ENDIF
; Base camp
.screen1Data
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB &60, 1, _bitFlipped OR 1
EQUB &62, 3, _bitFlipped OR 3,7
EQUB $FF, $F0, _bitCollidable OR 2 ; New tile packing
; Wasteland
.screen2Data
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB &FF,$f0,_bitCollidable OR 2
; Alien data 1 here
EQUB 16*5 ; x
EQUB 16*12 ; y
EQUB %00110001 ; Flags ( %1111, movetype, altering x, altering y, sign bit ), bottom nibble anim delay
EQUB $80 ; anim frame flag ($80) and sprite id (0=snowball,1=penguin,2=elder)
EQUB 0 ; current counter
EQUB 24 ; max counter
; Wasteland 3rd screen - snow and ladder
.screen3Data
EQUB 0
EQUB 0
EQUB 0
EQUB &1f,_bitCollidable OR 2,_bitClimbable OR 2,$f0,_bitCollidable OR 2
EQUB &1f,5,_bitClimbable OR 4,$f0,5
EQUB &1f,5,_bitClimbable OR 4,5,6,5
EQUB &1f,5,_bitClimbable OR 4,$f0,5
EQUB &1f,5,_bitClimbable OR 4,5,5,6
EQUB &1f,5,_bitClimbable OR 4,$f0,5
EQUB &1f,5,_bitClimbable OR 4,$f0,5
EQUB &1f,5,_bitClimbable OR 4,$f0,5
EQUB &FF,$f0,_bitCollidable OR 2
; Cave mouth
.screen4Data
EQUB 0
EQUB 0
EQUB 0
EQUB &FF,_bitCollidable OR 9,_bitCollidable OR 9 OR _bitFlipped, $f0,_bitCollidable OR 2 ; new tile packing
EQUB &3f,$f0,5
EQUB &3f,$f0,5
EQUB &3f,$f3,_bitHookable OR 9,$f3,_bitHookable OR 5
EQUB &07,_bitHookable OR 9,5,5
EQUB &03,9 OR _bitHookable, 5
EQUB &01,_bitCollidable OR 6
EQUB &09,2 OR _bitCollidable,_bitCollidable OR 5
EQUB &F9,$f4,_bitCollidable OR 2,_bitCollidable OR 5,_bitCollidable OR 5
; Right of cave mouth
.screen5Data
EQUB 0
EQUB 0
EQUB 0
EQUB &FF,$f0,2 OR _bitCollidable
EQUB &FF,$f0,5
EQUB &FF,$f0,5
EQUB &FF,5,6,$f6,5
EQUB &FF,$f0,5
EQUB &FF,$f4,5,6,$f3,5
EQUB &FF,$f0,5
EQUB &FF,$f0,5
EQUB &FF,$f0,5
; Right of cave mouth, with ladder up etc
.screen6Data
EQUB &10,_bitClimbable OR 0
EQUB &10,_bitClimbable OR 0
EQUB &10,_bitClimbable OR 0
EQUB &FF,$f5,_bitCollidable OR 2,_bitClimbable OR _bitCollidable OR 2,_bitCollidable OR 2,_bitCollidable OR 2
EQUB &FF,$f5,5,_bitClimbable OR 4,5,5
EQUB &FF,$f5,5,_bitClimbable OR 4,5,5
EQUB &FF,5,6,$f3,5,_bitClimbable OR 4,5,5
EQUB &FF,$f3,5,6,5,_bitClimbable OR 4,5,5
EQUB &FF,$f5,5,_bitClimbable OR 4,5,5
EQUB &FF,$f4,5,_bitCollidable OR 5,_bitClimbable OR 4,5,5
EQUB &FF,$f5,5,$f0,_bitCollidable OR 2
EQUB &FF,$f0,5
; Above ladder
.screen7Data
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB &FF,$f3,_bitCollidable OR 9,_bitCollidable OR _bitClimbable OR 0,$f0,_bitCollidable OR 9
; Right of screen 6 : clearing
.screen8Data
EQUB &00
EQUB &18,_bitHookable OR 9,_bitHookable OR 9
EQUB &0
EQUB &80,_bitHookable OR _bitCollidable OR 9
EQUB 0
EQUB 7,_bitHookable OR _bitCollidable OR 9,_bitClimbable OR _bitCollidable OR 0,_bitHookable OR _bitCollidable OR 9
EQUB 2,_bitClimbable OR 0
EQUB 2,_bitClimbable OR 0
EQUB 2,_bitClimbable OR 0
EQUB &12,_bitCollidable OR 2,_bitClimbable OR 0
EQUB &f2,$f3,_bitCollidable OR 2, _bitCollidable OR 5, _bitClimbable OR 0
EQUB &f2,6,$f3,5,_bitClimbable OR 0
; Outside - cave left (contains food and snowball)
.screen9Data
EQUB &ff,_bitCollidable OR 6,$f0,_bitHookable OR 9
EQUB &80,_bitCollidable OR 5
EQUB &80,_bitCollidable OR 5
EQUB &80,_bitCollidable OR 6
EQUB &80,_bitCollidable OR 6 OR _bitFlipped
EQUB &80,_bitCollidable OR 5
EQUB &f8,_bitCollidable OR _bitHookable OR 5,$f0,_bitCollidable OR _bitHookable OR 9
EQUB &80,_bitCollidable OR 5
EQUB &80,_bitCollidable OR 6
EQUB &80,_bitCollidable OR 5
EQUB &c0,_bitCollidable OR 5,_bitCollidable OR 2
EQUB &FF,_bitCollidable OR 5,_bitCollidable OR 6,$f0,_bitCollidable OR 2
; Item one
EQUB (16*1)+4
EQUB (16*7)+8
EQUB _itemElderSign OR 8 ; not sure about this placement.
EQUB 0,0
; Alien one
EQUB 32 ; x
EQUB 16*12 ; y
EQUB &81 ; Top nibble - flags ( %1111, spare, altering x, altering y, sign bit ), bottom nibble anim delay
EQUB &80 ; anim frame + sprite type
EQUB 32 ; min x
EQUB 16*7 ; max x
; Outside - cave right (contains rope)
.screen10Data
EQUB &ff,$f7,_bitHookable OR 9,_bitHookable OR 6
EQUB &01,_bitCollidable OR 6
EQUB &01,_bitCollidable OR 5
EQUB &7f,_bitHookable OR _bitCollidable OR 9,_bitHookable OR _bitCollidable OR 9,_bitClimbable OR 0,$f3,_bitCollidable OR _bitHookable OR 9,_bitCollidable OR 5
EQUB &11,_bitClimbable OR 0,_bitCollidable OR 5
EQUB &11,_bitClimbable OR 0,_bitCollidable OR 6
EQUB &11,_bitClimbable OR 0,_bitCollidable OR 5
EQUB &3f,$f3,_bitHookable OR _bitCollidable OR 9,_bitClimbable OR 0,_bitHookable OR _bitCollidable OR 9,_bitCollidable OR 5
EQUB &05,_bitClimbable OR 0,_bitCollidable OR 5
EQUB &05,_bitClimbable OR 0,_bitCollidable OR 5
EQUB &07,_bitClimbable OR 0,_bitCollidable OR 2, _bitCollidable OR _bitFlipped OR 6
EQUB &FF,$f6,_bitCollidable OR 2,_bitCollidable OR 5,_bitCollidable OR 5
DEFITEM _itemRope,16*6+4,(16*4)+8,18,5+8
; Alien data 1 here
EQUB 32 ; org x
EQUB 16*4 ; org y
EQUB %11000001 ; Flags ( %1111, move type, altering x, altering y, sign bit ), bottom nibble anim delay
EQUB %10000000 ; anim frame flag ($80) and sprite id (0=snowball,1=penguin,2=elder)
EQUB 16 ; current counter
EQUB 16*5 ; max counter
EQUB 16*2 ; x
EQUB 16*12 ; y
EQUB %00110001 ; Flags ( %1111, movetype, altering x, altering y, sign bit ), bottom nibble anim delay
EQUB $80 ; anim frame flag ($80) and sprite id (0=snowball,1=penguin,2=elder)
EQUB 0 ; current counter
EQUB 16 ; max counter
; In the cave
.screen11Data
EQUB &F1,$f0,_bitHookable OR 9
EQUB &00
EQUB &00
EQUB &00
EQUB &00
EQUB &bf,1 OR _bitCollidable,_bitClimbable OR 3,_bitCollidable OR _bitFlipped OR 1,$f3,_bitCollidable OR 11, _bitCollidable OR 1
EQUB &bf,1 OR _bitCollidable, _bitClimbable OR 3,$f0,_bitCollidable OR 1
EQUB &bf,9,_bitClimbable OR 3,$f0,_bitCollidable OR 1
EQUB &3f,_bitClimbable OR 3,$f0,_bitHookable OR 9
EQUB &20,_bitClimbable OR 3
EQUB &20,_bitClimbable OR 3
EQUB &FF,$f6,_bitCollidable OR 1,_bitCollidable OR _bitClimbable OR 3,_bitCollidable OR 1
; Alien data here
EQUB 48 ; x
EQUB 16*12 ; y
EQUB %11000001 ; flags
EQUB $81 ; anim frame+sprite type. here 1 for a penguin.
EQUB 48 ; min x
EQUB 16*7 ; max x
; Right of in the cave
.screen12Data
EQUB &Ff,$f0,_bitHookable OR 9
EQUB &00
EQUB &00
EQUB &00
EQUB &00
EQUB &e0,_bitCollidable OR 1,_bitCollidable OR 1,_bitClimbable OR 3
EQUB &e0,_bitCollidable OR 1,_bitCollidable OR 1,_bitClimbable OR 3
EQUB &e0,_bitFlipped OR 9, _bitCollidable OR 1, _bitClimbable OR 3
EQUB &7f,_bitHookable OR _bitFlipped OR 9,$f2,_bitCollidable OR 1,_bitClimbable OR 3,$f0,_bitCollidable OR 1
EQUB &3F,_bitHookable OR _bitFlipped OR 9, _bitHookable OR _bitFlipped OR 9,_bitClimbable OR 3,$f0,_bitHookable OR 9
EQUB &08,3 OR _bitClimbable
EQUB &FF,$f0,_bitCollidable OR 1
; Alien data 1 here
EQUB 16*3 ; x
EQUB 16*9 ; y
EQUB %01000001 ; flags ( %1111, move type, altering x, altering y, sign bit ), bottom nibble anim delay
EQUB $81 ; anim frame + sprite type
EQUB 0 ; min x
EQUB 30 ; max x
; Right(2) of in the cave : contains first note : "Poor Lake"
.screen13Data
EQUB &F2,$f4,_bitHookable OR 9,_bitClimbable OR 3
EQUB &02,_bitClimbable OR 3
EQUB &02,_bitClimbable OR 3
EQUB &0f,$f0,_bitCollidable OR 11;,_bitCollidable OR 11,_bitCollidable OR 11,_bitCollidable OR 11
EQUB &0f,_bitHookable OR _bitCollidable OR 9, _bitHookable OR _bitCollidable OR 9, _bitCollidable OR 1, _bitCollidable OR 1
EQUB &03,_bitCollidable OR 1, _bitCollidable OR 1
EQUB &03,_bitCollidable OR 1, _bitCollidable OR 1
EQUB &03,_bitCollidable OR 1, _bitCollidable OR 1
EQUB &Fb,_bitCollidable OR 1,_bitClimbable OR 3,_bitCollidable OR 1,_bitCollidable OR 1, _bitClimbable OR 3,8 OR _bitFlipped,_bitCollidable OR 1
EQUB &F9,9 OR _bitHookable, 3 OR _bitClimbable,_bitCollidable OR 1,8 OR _bitFlipped,_bitClimbable OR 3,_bitCollidable OR 1
EQUB &6b,_bitClimbable OR 3,_bitCollidable OR 1,_bitClimbable OR 3,10,_bitCollidable OR 1
EQUB &FF,$f0,_bitCollidable OR 1
DEFITEM _itemHealth,16*5+4,(16*12)+8,26,(12*6)+4
; Left of in the cave; this is this repeated twice
.screen14Data
EQUB &ff,$f0,_bitHookable OR 9
EQUB &00
EQUB &00
EQUB &00
EQUB &00
EQUB &ff,$f3,_bitCollidable OR 8 OR _bitFlipped,_bitCollidable OR 1,_bitCollidable OR 1,$f0,_bitCollidable OR _bitFlipped OR 8
EQUB &18,_bitCollidable OR 1,_bitCollidable OR 1
EQUB &18,_bitCollidable OR 1,_bitCollidable OR 1
EQUB &18,_bitHookable OR 9,_bitHookable OR 9
EQUB &00
EQUB &00
EQUB &FF,$f0,_bitCollidable OR 1
; 2 penguins - one on top, one on bottom
EQUB 16*3 ; org x
EQUB 16*12 ; org y
EQUB %11000001 ; Flags ( %1111, move type, altering x, altering y, sign bit ), bottom nibble anim delay
EQUB $81 ; anim frame + sprite type
EQUB 0 ; min x
EQUB 16*7 ; max x
EQUB 16*4 ; org x
EQUB 16*6 ; org y
EQUB %11010001 ; Flags ( %1111, spare, altering x, altering y, sign bit ), bottom nibble anim delay
EQUB $81 ; anim frame + sprite type
EQUB 0 ; min x
EQUB 16*7 ; max x
; Left of in the cave (2)
.screen15Data
EQUB &ff,$f0,_bitHookable OR 9
EQUB &0
EQUB &0
EQUB &00
EQUB &10, _bitCollidable OR 0
EQUB &9f, _bitCollidable OR _bitFlipped OR 8,_bitHookable OR 2,_bitCollidable OR 1,$f0,_bitCollidable OR 8 OR _bitFlipped
EQUB &18, 2,0
EQUB &18, 2,2
EQUB &18, 2,2
EQUB &18, 2,2
EQUB &18, _bitFlipped OR 0, _bitFlipped OR 0
EQUB &FF,$f0, _bitCollidable OR 1
EQUB (16*5)-8
EQUB (16*7)-8
EQUB _itemGemRed
EQUB 20 ; text id
EQUB 4+(8*3) ; tile id
; Alien data
EQUB 16+8 ; x
EQUB 16*12 ; y
EQUB %00110001 ; Flags (movetype,altering x,altering y,sign bit) and anim delay in bottom nibble
EQUB &80 ; anim frame
EQUB 0 ; current counter
EQUB 24
; Under base camp - first contact with elder things
.screen16Data
EQUB &ff,$f0,_bitHookable OR 9
EQUB &00
EQUB &00
EQUB &0c,_bitCollidable OR 8,_bitCollidable OR 8
EQUB &1c,_bitCollidable OR 8,_bitHookable OR 9,9 OR _bitHookable
EQUB &93,_bitCollidable OR 1, _bitHookable OR 9,_bitClimbable OR 3,_bitCollidable OR 1
EQUB &83,9,_bitClimbable OR 3,1 OR _bitCollidable
EQUB &07,$f0,_bitCollidable OR 1
EQUB &17,_bitCollidable OR 0,_bitCollidable OR 0,_bitHookable OR 9,_bitCollidable OR 0
EQUB &55,_bitCollidable OR 0,$f0,2
EQUB &55,$f0,_bitFlipped OR 0
EQUB &FF,$f0,_bitCollidable OR 1
; Alien data : Elder thing on platform?
EQUB 0 ; x
EQUB 16*9 ; y
EQUB &01 ; Top nibble - flags ( %1111, spare, altering x, altering y, sign bit ), bottom nibble anim delay
EQUB &82 ; anim frame + sprite type
EQUB 0 ; current counter
EQUB 32 ; max counter
; 2 down from cave mouth
.screen17Data
EQUB &ff,$f6,_bitHookable OR 9,_bitClimbable OR 3,1
EQUB &03,_bitClimbable OR 3,_bitCollidable OR 1
EQUB &03,_bitClimbable OR 3,_bitCollidable OR 1
EQUB &03,_bitClimbable OR 3,_bitCollidable OR 1
EQUB &7f,_bitCollidable OR _bitClimbable OR 3,$f4,_bitCollidable OR 8 OR _bitFlipped,$f2,1 OR _bitCollidable
EQUB &43,_bitClimbable OR 3,_bitFlipped OR _bitHookable OR 9,_bitCollidable OR 1
EQUB &41,_bitClimbable OR 3,_bitCollidable OR 1
EQUB &41,_bitClimbable OR 3,_bitCollidable OR 1
EQUB &41,_bitClimbable OR 3,_bitCollidable OR 1
EQUB &41,_bitClimbable OR 3,_bitCollidable OR 1
EQUB &43,_bitClimbable OR 3,_bitCollidable OR 8,_bitCollidable OR 1
EQUB &FF,$f0,_bitCollidable OR 1
DEFITEM _itemHealth,16*5+4,(16*12)+8,26,(12*6)+4
; Left of 2 down from cave mouth
.screen18Data
EQUB &ff,$f3,_bitCollidable OR 1,$f0,_bitHookable OR 9
EQUB &e0,_bitCollidable OR 1,1,9
EQUB &c0,_bitCollidable OR 1,9
EQUB &80,_bitCollidable OR 1
EQUB &c0,_bitCollidable OR 1,_bitCollidable OR 1
EQUB &c0,_bitCollidable OR 1,_bitHookable OR _bitCollidable OR 9
EQUB &80,_bitCollidable OR 1
EQUB &80,_bitCollidable OR 1
EQUB &80,_bitCollidable OR 1
EQUB &80,_bitCollidable OR 1
EQUB &c0,_bitCollidable OR 1,_bitCollidable OR 8
EQUB &FF,$f0,_bitCollidable OR 1
; Item - elder sign piece
EQUB 18 ; x
EQUB 80+6 ; y
EQUB _itemElderSign OR 4
EQUB 0,0
; Right of 'poor lake', entrance to east tower
.screen19Data
EQUB &1,_bitCollidable OR 1
EQUB &1,_bitCollidable OR 1
EQUB &1,_bitCollidable OR 1
EQUB &c1,_bitCollidable OR 11,_bitClimbable OR 3,_bitCollidable OR 1
EQUB &c1,_bitCollidable OR 1,_bitClimbable OR 3,_bitCollidable OR 1
EQUB &c1,_bitCollidable OR 1,_bitClimbable OR 3,_bitCollidable OR 1
EQUB &c1,_bitCollidable OR 1,_bitClimbable OR 3,_bitCollidable OR 1
EQUB &c3,_bitCollidable OR 1,_bitClimbable OR 3,_bitCollidable OR 11, _bitCollidable OR 1
EQUB &c3,_bitCollidable OR 1,_bitClimbable OR 3,$f0,_bitHookable OR _bitCollidable OR 9
EQUB &c0,_bitCollidable OR 1,_bitClimbable OR 3
EQUB &c0,_bitCollidable OR 1,_bitClimbable OR 3
EQUB &FF,_bitCollidable OR 1,$f0,_bitCollidable OR 11
; Alien data here
EQUB 16*5 ; org x
EQUB 16*12 ; org y
EQUB %00110001 ; flags (movetype, altering x, altering y, sign bit; anim delay)
EQUB &80 ; anim frame + sprite type
EQUB 0 ; cur counter
EQUB 16 ; max counter
; Above east tower entrance
.screen20Data
EQUB &03,_bitClimbable OR 3,_bitCollidable OR 1
EQUB &07,_bitHookable OR _bitCollidable OR 9,_bitHookable OR _bitCollidable OR 9,_bitCollidable OR 1
EQUB &21,_bitHookable OR 9,_bitCollidable OR 1
EQUB &81,_bitHookable OR 9,_bitCollidable OR 1
EQUB &01,_bitCollidable OR 1
EQUB &c1,_bitCollidable OR 9,_bitCollidable OR 9 OR _bitFlipped,_bitCollidable OR 1
EQUB &29,_bitCollidable OR 9,_bitCollidable OR 9,_bitCollidable OR 1
EQUB &01,_bitCollidable OR 1
EQUB &01,_bitCollidable OR 1
EQUB &01,_bitCollidable OR 1
EQUB &01,_bitCollidable OR 1
EQUB &01,_bitCollidable OR 1
; East tower base
.screen21Data
EQUB &F5,_bitCollidable OR 1,$f3,2,_bitClimbable OR 3,_bitCollidable OR 1
EQUB &f5,_bitCollidable OR 1,$f3,0 OR _bitFlipped,_bitClimbable OR 3,_bitCollidable OR 1
EQUB &f7,_bitCollidable OR 1,$f5,1 OR _bitCollidable,_bitCollidable OR 1
EQUB &f7,_bitCollidable OR 1,$f5,8 OR _bitFlipped OR _bitHookable,_bitCollidable OR 1
EQUB &81,_bitCollidable OR 1,_bitCollidable OR 1
EQUB &81,_bitCollidable OR 1,_bitCollidable OR 1
EQUB &81,_bitCollidable OR 1,_bitCollidable OR 1
EQUB %10111101,1,$f4,_bitHookable OR _bitCollidable OR 9, 1
EQUB &81,_bitHookable OR 9,_bitHookable OR 9
EQUB &00
EQUB &00
EQUB &e7,$f3,_bitCollidable OR 1,_bitClimbable OR 3,_bitCollidable OR 1,_bitCollidable OR 1
EQUB 16*3 ; x
EQUB 16*6 ; y
EQUB %01000001 ; Flags ( %1111, movetype, altering x, altering y, sign bit ), bottom nibble anim delay
EQUB &82 ; anim frame + sprite type
EQUB 0 ; current counter
EQUB 18
; Poor Gedney : Contains torch
.screen22Data
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB 0
EQUB $08,10
EQUB $38,$f0,_bitHookable OR _bitCollidable OR 9
EQUB &03, 1, _bitFlipped OR 1
EQUB &03, 3, _bitFlipped OR 3
EQUB &FF,$f0,_bitCollidable OR 2
; Item - torch
EQUB 18+(16*2)
EQUB 80+6+(16*4)
EQUB _itemTorch
EQUB 21
EQUB 3+(8*6)
; alien
EQUB 32 ; org x
EQUB 16*12 ; org y
EQUB %11000001 ; Flags ( %1111, movetype, altering x, altering y, sign bit ), bottom nibble anim delay
EQUB $80 ; anim frame
EQUB 16 ; min X
EQUB 16*5 ; max X
; Left of 'under the camp'
.screen23Data
EQUB &ff,1,$f0,_bitHookable OR 9
EQUB &80,_bitCollidable OR 1
EQUB &80,_bitCollidable OR 1
EQUB &80,_bitCollidable OR 1
EQUB &8C,_bitCollidable OR 1,9 OR _bitHookable OR _bitCollidable, 9 OR _bitHookable OR _bitCollidable
EQUB &c3,_bitCollidable OR 1,$f0,0 OR _bitCollidable
EQUB &c3,_bitCollidable OR 1,2 OR _bitHookable,2,2
EQUB &c3,_bitCollidable OR 1,2 OR _bitHookable,2,2
EQUB &c3,_bitCollidable OR 1,0 OR _bitFlipped,2,2
EQUB &e3,_bitCollidable OR 1,_bitCollidable OR 1,_bitCollidable OR 11,2,2
EQUB &e3,$f3,_bitCollidable OR 1,0 OR _bitFlipped,0 OR _bitFlipped
EQUB &fF,$f4,_bitCollidable OR 1, _bitClimbable OR 3,$f0,_bitCollidable OR 1
; Item data here
; EQUB 16*4 ; x
; EQUB (16*5)+8 ; y
; EQUB 3*(4*8) ; item id
; Alien data : Elder thing on platform?
EQUB 32 ; x
EQUB 16*9 ; y
EQUB &01 ; Top nibble - flags ( %1111, spare, altering x, altering y, sign bit ), bottom nibble anim delay
EQUB &82 ; anim frame + sprite type
EQUB 0 ; current counter
EQUB 24
EQUB 64+16 ; x
EQUB 16*8 ; y
EQUB &11 ; Top nibble - flags ( %1111, spare, altering x, altering y, sign bit ), bottom nibble anim delay
EQUB &82 ; anim frame + sprite type
EQUB 0 ; current counter
EQUB 24
; East Tower top
.screen24Data
EQUB &0
EQUB 0
EQUB &81,_bitCollidable OR 11,_bitCollidable OR 11
EQUB &ff,_bitCollidable OR 1,_bitCollidable OR 11,_bitCollidable OR 11,_bitClimbable OR 3,$f3,_bitCollidable OR 11,_bitCollidable OR 1
EQUB &ff,$f3,1,_bitClimbable OR 3,$f0,1
EQUB &ff,9 OR _bitFlipped,1,1,_bitClimbable OR 3,$f3,1,9
EQUB &6e,$f0,1
EQUB &6e,1,_bitHookable OR _bitFlipped OR 9,_bitHookable OR 9,_bitFlipped OR _bitHookable OR 9,1
EQUB &42,_bitCollidable OR 1,_bitCollidable OR 1
EQUB &c3,_bitCollidable OR 11,_bitCollidable OR 1, _bitCollidable OR 1,_bitCollidable OR 11
EQUB &c3,$f0,_bitCollidable OR 1
EQUB &ff,$f5,1 OR _bitCollidable, 3 OR _bitClimbable,1,1
EQUB (16*2)+2
EQUB &c0+8
EQUB _itemElderSign OR 2
EQUB 0,0
EQUB 32 ; x
EQUB 16*10 ; y
EQUB %01000001 ; flags
EQUB $82 ; anim frame+sprite type. here 1 for a penguin.
EQUB 0 ; min x
EQUB 24 ; max x
; East Tower middle
.screen25Data
EQUB &ff,$f4,_bitCollidable OR 1,9 OR _bitHookable,3 OR _bitClimbable,_bitHookable OR _bitFlipped OR 9,_bitCollidable OR 1
EQUB &85,_bitCollidable OR 1,_bitClimbable OR 3,_bitCollidable OR 1
EQUB &85,_bitCollidable OR 1,_bitClimbable OR 3,_bitCollidable OR 1
EQUB &bf,$f0,_bitCollidable OR 1
EQUB &a7,_bitCollidable OR 1,_bitHookable OR 0,_bitHookable OR 0,8 OR _bitFlipped,1
EQUB &a5,_bitCollidable OR 1,_bitHookable OR 2,_bitHookable OR 2,1
EQUB &a5,_bitCollidable OR 1,2,2,1
EQUB &e5,_bitCollidable OR 1,_bitCollidable OR 8,_bitFlipped OR 0,_bitFlipped OR 0,1
EQUB &ed,$f0,_bitCollidable OR 1
EQUB &85,_bitCollidable OR 1,8 OR _bitHookable OR _bitFlipped,_bitCollidable OR 1
EQUB &f1,_bitCollidable OR 1,$f3,4,_bitCollidable OR 1
EQUB &f7,_bitCollidable OR 1,$f3,_bitCollidable OR 0,_bitClimbable OR 3,_bitCollidable OR 1,_bitCollidable OR 1
IF FALSE
; Alien data : Elder thing on platform?
EQUB 16 ; x
EQUB 16*9 ; y
EQUB &81 ; Top nibble - flags ( %1111, elder, altering x, altering y, sign bit ), bottom nibble anim delay
EQUB &80 ; anim frame
EQUB 0 ; current counter
EQUB 40
EQUB 16 ; x
EQUB 16*4 ; y
EQUB &81 ; Top nibble - flags ( %1111, elder, altering x, altering y, sign bit ), bottom nibble anim delay
EQUB &80 ; anim frame
EQUB 0 ; current counter
EQUB 24
ENDIF
; Gate to hell
.screen26Data
EQUB &85,1 OR _bitCollidable,_bitClimbable OR 3,1