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** Codes for objects-
ID Is Char Param Color Special
--- --------------- ---- --------------- ----- ----------------------------
0 Space 32 Curr UNDER
1 Normal 178 Curr
2 Solid 219 Curr
3 Tree 6 10
4 Line Var Curr
5 Custom Block Par Char Curr
6 Breakaway 177 Curr
7 Custom Break Par Char Curr
8 Boulder 233 7
9 Crate 254 6
10 Custom Push Par Char Curr
11 Box 254 Curr
12 Custom Box Par Char Curr
13 Fake 178 Curr UNDER
14 Carpet 177 Curr UNDER
15 Floor 176 Curr UNDER
16 Tiles 254 Curr UNDER
17 Custom Floor Par Char Curr UNDER
18 Web Var 7 UNDER
19 Thick Web Var 7 UNDER
20 Still Water 176 25 UNDER
21 N Water 24 25 UNDER
22 S Water 25 25 UNDER
23 E Water 26 25 UNDER
24 W Water 27 25 UNDER
25 Ice Var Anim 59 UNDER
26 Lava Var Anim 76 UNDER
27 Chest 239 Contents 6 CHAR 160 IN v2.0+
28 Gem 4 Curr
29 Magic Gem 4 Curr
30 Health 3 Amount 12
31 Ring 9 Effect 14
32 Potion 173 Effect 11 CHAR 150 IN v2.0+
33 Energizer 7 Glow 15
34 Goop 176 24 v2.0+ LIKE ZZT'S WATER
35 Ammo Var Amount 3
36 Bomb 11 High or Low 8
37 Lit Bomb Var Fuse 8
38 Explosion 177 Stage 239
39 Key 12 Curr
40 Lock 10 Curr
41 Door Var Dir/Lock Curr
42 Open Door Var Dir/Stage Curr TREAT AS ABOVE FOR CHANGE CMD
43 Stairs 240 Destination Curr UNDER, CHAR 162 IN v2.0+
44 Cave ("Door") 239 Destination Curr UNDER, CHAR 161 IN v2.0+
45 CW Rotate Var Anim Curr
46 CCW Rotate Var Anim Curr
47 Gate 22 Lock 8
48 Open Gate 95 Delay 8 UNDER, CHAR 196 IN v2.0+
49 Transport Var Anim/Dir Curr
50 Coin 7 14
51 N Moving Wall Par Char Curr
52 S Moving Wall Par Char Curr
53 E Moving Wall Par Char Curr
54 W Moving Wall Par Char Curr
55 Pouch 229 Contents 7 CHAR 159 IN v2.0+
56 Pusher Var Direction Curr
57 Slider NS 18 Curr
58 Slider EW 29 Curr
59 Lazer Var Anim/Dir/Stage Curr
60 Lazer Gun 206 Dir/Timing 4
61 Bullet Var Dir/Type 15
62 Missile Var Dir 8
63 Fire Var Anim 12
64
65 Forest 178 2
66 Life Var Anim 13
67 Whirlpool 1 54 Destination 31 UNDER, CHAR 151-154 IN v2.0+
68 Whirlpool 2 64 Destination 31 UNDER, TREAT AS 1 FOR CHANGE
69 Whirlpool 3 57 Destination 31 UNDER, TREAT AS 1 FOR CHANGE
70 Whirlpool 4 149 Destination 31 UNDER, TREAT AS 1 FOR CHANGE
71 Invis Wall 32 Curr
72 Ricochet Panel Var Orientation 9
73 Ricochet 42 10
74 Mine Var Anim/Radius 12
75 Spike Var Dir 8
76 Custom Hurt Par Char Curr
77 Text Par Char Curr
78 Shooting Fire Var Anim/Dir 14
79 Seeker Var Anim/Life 10
80 Snake 235 Int/Spd/Dir 2
81 Eye 236 Int/Spd/Radius 15
82 Thief 1 Int/Spd/Steal 12 CHAR 5 IN v2.0+
83 Slimeblob 42 Spd/Invnc/Hurts 10
84 Runner 2 Spd/Dir/HP 4
85 Ghost 234 Int/Spd/Invnc 7
86 Dragon 21 Fire/Move/HP 4
87 Fish 224 Int/Spd/Hurts 14 PARAM CONT- HP/CurrentAffects
88 Shark 94 Int/Fire/Rate 7 CHAR 127 IN v2.0+
89 Spider 15 Int/Spd/HP/Web 7 CHAR 149 IN v2.0+
90 Goblin 5 Int/Rest 2
91 Spitting Tiger 227 Int/Fire/Rate 11
92 Bullet Gun Var Dir/Rate/Int 15
93 Spinning Gun Var Dir/Rate/Int 15
94 Bear 153 Sens/Spd/HP 6 CHAR 172 IN v2.0+
95 Bear Cub 148 Int/Mode/Switch 6 CHAR 173 IN v2.0+
96
97 Missile Gun Var Int/Dir/Rate 8
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 Sensor Var ID # Curr
123 Robot Pushable Var ID # Curr
124 Robot Var ID # Curr
125 Sign 226 ID # 8
126 Scroll 232 ID # 15
127 Player Var 27
** Robot program storage format-
BYTE 1- Number of total bytes in this command, not including this one or
the final byte which is a repeat of this count.
A zero here signifies the end of the program.
A -1 (~0) (0FFh) here signifies the start of the program, and is
immediatly followed by BYTE 1 of the first command.
BYTE 2- Command identification code.
THEN - Command paramters, if any, according to command. Parameters take
the minimum bytes required for ver 1.0?. For ver 2.00, they are
all min. 3 bytes- The first byte is a code of n for a string/counter
of n length or 0 for a numeral, the second/third bytes is the numeral
or the null-terminated counter/string. Conditions/etc are stored as
numerals. Even things like directions that fit in one byte take up
two bytes. Nothing except counters/strings requires more than these
two bytes, however. The length of a string INCLUDES THE NULL BYTE.
FINAL - Repeat of BYTE 1 for backwards searching.
A blank program is 2 bytes long- A -1 then a 0.
** Scroll storage format-
BYTE 1- A 01h. This marks the start of the text.
MIDDLE- Lines, all terminated with a '\n'. (0Ah) There must be at least
one line, even if it is just a '\n'.
LAST - A 00h. This marks the end of the text.
A blank text is 3 bytes long- A 01h, a '\n', and a 00h.
** Command line options-
Version 1.0? and below-
-debug : Begin with x/y pos, etc showing (Like Alt-Y within program)
-ms : Music on SB
-mp : Music on PC
-mo : Music off
-sp : PC speaker sound effects on
-so : PC speaker sound effects off
-bios : Use bios for certain functions
-nomouse: Don't activate mouse
-mouse : Use mouse even if found
-prism : Cheat keys
-ii! : Pro mode
-keyboard2:Use another method of ending the keyboard handler
Version 2.0 and above-
-? : Bring up command line help screen, also done on invalid option
along with a beep
-lblah : Loads up blah.mzx at start up (.mzx is optional)
-nomouse: Don't activate mouse
-noems : Don't use EMS
-ega : Use EGA mode even on higher cards
-keyb2 : Use another method of ending the keyboard handler
** Transport destination search algorithim
1) Check space on other side of transport- if it is empty or can be pushed
out of the way, transport to there.
2) Check starting at space on other side for a transport of opposite
orientation or of anydir orientation. The first found that has empty
on the other side or stuff that can be pushed out of the way on the
other side is the destination.
3) No destination.
** Robot command codes-
Version 1.0?-
EOC=End-of-cycle (x=yes, Pre=prefix)
Params-
[#] Number 0 to 255
[##] Number 0 to 65535
[-#] Number from -128 to 127
[dir] NSEW plus modifiers
[ch] Character
[col] Color
[color/thing/param] Color + Thing + Param
[color/thing] Color + Thing (no Param)
[thing] Thing (no Color or Param)
[str] String
[!<>=] Equality
[cond] Condition (often with a direction)
[item] Item (AMMOS, etc)
Color can only have ?'s when coupled with a thing. In that case, if
a ? is present, the high bit of the thing is set. (+128) See later
section for color coding.
ID EOC Command
--- --- -------
0 x End
1 x Die
2 x Wait [#]
3 Cycle [#]
4 x Go [dir] [#]
5 Walk [dir]
6 x Become [color/thing/param]
7 Char [ch]
8 Color [col]
9 x Gotoxy [-#] [-#]
10 Set [str] [##]
11 Inc [str] [##]
12 Dec [str] [##]
13 Set [str] [str]
14 Inc [str] [str]
15 Dec [str] [str]
16 If [str] [!<>=] [##] [str]
17 If [str] [!<>=] [str] [str]
18 If [cond] [str]
19 If not [cond] [str]
20 If any [color/thing] [str]
21 If not any [color/thing] [str]
22 If [color/thing] [dir] [str]
23 If not [color/thing] [dir] [str]
24 If [color/thing] [-#] -#] [str]
25 If [-#] [-#] [str]
26 If [dir] player [color/thing] [str]
27 Double [str]
28 Half [str]
29 Goto [str]
30 Send [str] [str]
31 x Explode [#]
32 Put [color/thing/param] [dir]
33 Give [##] [item]
34 Take [##] [item]
35 Take [##] [item] [str]
36 Endgame
37 Endlife
38 Mod [str]
39 Sam [##] [str]
40 Volume [#]
41 End mod
42 End sam
43 Play [str]
44 End play
45 Wait play [str]
46 Wait play
47 (blank line)
48 Sfx [#]
49 Play sfx [str]
50 Open [dir]
51 Lockself
52 Unlockself
53 Send [dir] [label]
54 Zap [str] [#]
55 Restore [str] [#]
56 Lockplayer
57 Unlockplayer
58 Lockplayer ns
59 Lockplayer ew
60 Lockplayer attack
61 x Move player [dir]
62 x Move player [dir] [str]
63 Put player [-#] [-#]
64 If player [dir] [str]
65 If player not [dir] [str]
66 If player [-#] [-#] [str]
67 Put player [dir]
68 x Go [dir] [str]
69 Rotatecw
70 Rotateccw
71 Switch [dir] [dir]
72 Shoot [dir]
73 Laybomb [dir]
74 Laybomb high [dir]
75 Shootmissile [dir]
76 Shootseeker [dir]
77 Spitfire [dir]
78 Lazerwall [dir] [#]
79 Put [color/thing/param] [-#] [-#]
80 x Die item
81 Send [-#] [-#] [str]
82 x Copyrobot [str]
83 x Copyrobot [-#] [-#]
84 x Copyrobot [dir]
85 Duplicate self [dir]
86 Duplicate self [-#] [-#]
87 Bulletn [ch] (In MZX 2.0, changes all bullet n pics)
88 Bullets [ch] (In MZX 2.0, changes all bullet s pics)
89 Bullete [ch] (In MZX 2.0, changes all bullet e pics)
90 Bulletw [ch] (In MZX 2.0, changes all bullet w pics)
91 Givekey [col]
92 Givekey [col] [str]
93 Takekey [col]
94 Takekey [col] [str]
95 Inc [str] random [##] [##]
96 Dec [str] random [##] [##]
97 Set [str] random [##] [##]
98 Trade [##] [item] [##] [item] [str]
99 Send [dir] player [str]
100 Put [color/thing/param] [dir] player
101 x /[str]
102 *[str]
103 [[str]
104 ?[str];[str]
105 ?[str];[str];[str]
106 :[str]
107 .[str]
108 |[str]
109 x Teleport player [str] [-#] [-#]
110 Scrollview [dir] [#]
111 Input string [str]
112 If string [str] [str]
113 If string not [str] [str]
114 If string matches [str] [str]
115 Player char [ch] (In MZX 2.0, sets the pic for all four directions)
116 %[str]
117 &[str]
118 x Move all [color/thing] [dir]
119 x Copy [-#] [-#] [-#] [-#]
120 Set edge color [col]
121 Board [dir] [str]
122 Board [dir] none
123 Char edit [ch] [#] [#] [#] [#] [#] [#] [#] [#] [#] [#] [#] [#] [#] [#]
124 Become pushable
125 Become nonpushable
126 Blind [#]
127 Firewalker [#]
128 Freezetime [#]
129 Slowtime [#]
130 Wind [#]
131 Avalance
132 x Copy [dir] [dir]
133 Become lavawalker
134 Become nonlavawalker
135 Change [color/thing] [color/thing/param]
136 Playercolor [col]
137 Bulletcolor [col] (In MZX 2.0, changes all bullet colors)
138 Missilecolor [col]
139 Message row [#]
140 Pre Rel self
141 Pre Rel player
142 Pre Rel counters
143 Change char id [##] [ch] (Not param checked or doc'd until MZX 2.0)
144 Jump mod order [#]
145 Ask [str]
146 Fillhealth
147 Change thick arrow char [dir] [ch]
148 Change thin arrow char [dir] [ch]
149 Set maxhealth [##]
150 Save player position (In MZX 2.0, saves to position 1)
151 Restore player position (In MZX 2.0, uses position 1)
152 Exchange player position (In MZX 2.0, saves to position 1)
153 Set mesg column [#]
154 Center mesg
155 Clear mesg
156 Resetview
157 Sam [##] [#]
158 Volume [str]
159 Scrollbase color [col]
160 Scrollborder color [col]
161 Scrolltitle color [col]
162 Scrollpointer color [col]
163 Scrollarrow color [col]
164 Viewport [#] [#] (Not param checked until MZX 2.0)
165 Viewport size [#] [#] (Not param checked until MZX 2.0)
166 Set mesg column [str]
167 Message row [str]
Version 2.00-
EOC=End-of-cycle (x=yes, Pre=prefix, ODT=Outdated and NOT SUPPORTED since it
can be translated into another command, *=would be nice to seperate into
multiple words, g=works different/unpredictably for a global robot) The
ODT's may be replaced with new commands at a later date.
Params-
[##] Number 0 to 65535 OR a counter (can be converted from a color, char,
or param)
[-#] Number from -32768 to 32768 OR a counter (can be converted)
[ch] Character OR a counter (can be converted from a color, param, or num)
[col] Color OR a counter (can be converted from a char, param, or num)
[dir] NSEW plus modifiers
[color/thing/param] Color + Thing + Param <- OR a counter/char/color/num
[str] String (often a counter)
[!<>=] Equality
[cond] Condition (often with a direction)
[item] Item (AMMOS/AMMO, GEMS/GEM, etc)
Color can only have ?'s when coupled with a thing OR used in the overlay
put command. In that case, if a ? is present, the +256 bit of the color
is set. See later section for color coding.
A param of 256 means "any param" or p??.
ID EOC Command
--- --- -------
0 x End
1 x Die
2 x Wait [##]
3 Cycle [##]
4 x g Go [dir] [##]
5 g Walk [dir]
6 x g Become [color/thing/param]
7 g Char [ch]
8 g Color [col]
9 x g Gotoxy [-#] [-#]
10 Set [str] [##]
11 Inc [str] [##]
12 Dec [str] [##]
13 ODT Set [str] [str]
14 ODT Inc [str] [str]
15 ODT Dec [str] [str]
16 If [str] [!<>=] [##] [str]
17 ODT If [str] [!<>=] [str] [str]
18 g If [cond] [str]
19 g If not [cond] [str]
20 If any [color/thing/param] [str] (different)
21 If no [color/thing/param] [str] (different)
22 If [color/thing/param] [dir] [str] (different)
23 If not [color/thing/param] [dir] [str] (different)
24 If [color/thing/param] [-#] -#] [str] (different)
25 g If [-#] [-#] [str]
26 If [dir] player [color/thing/param] [str] (different)
27 Double [str]
28 Half [str]
29 Goto [str]
30 Send [str] [str]
31 x g Explode [##]
32 g Put [color/thing/param] [dir]
33 Give [##] [item]
34 Take [##] [item]
35 Take [##] [item] [str]
36 * Endgame
37 * Endlife
38 Mod [str]
39 Sam [##] [str]
40 Volume [##]
41 End mod
42 End sam
43 Play [str]
44 End play
45 Wait play [str]
46 Wait play
47 (blank line)
48 Sfx [##]
49 Play sfx [str]
50 g Open [dir]
51 * Lockself
52 * Unlockself
53 g Send [dir] [label]
54 Zap [str] [##]
55 Restore [str] [##]
56 * Lockplayer
57 * Unlockplayer
58 * Lockplayer ns
59 * Lockplayer ew
60 * Lockplayer attack
61 x Move player [dir]
62 x Move player [dir] [str]
63 Put player [-#] [-#]
64 ODT If player [dir] [str] (Becomes If [cond=touching] [dir] [str])
65 ODT If player not [dir] [str] (Becomes If not [cond=touching] [dir] [str])
66 If player [-#] [-#] [str]
67 g Put player [dir]
68 x g Try [dir] [str]
69 * g Rotatecw
70 * g Rotateccw
71 g Switch [dir] [dir]
72 g Shoot [dir]
73 * g Laybomb [dir]
74 * g Laybomb high [dir]
75 * g Shootmissile [dir]
76 * g Shootseeker [dir]
77 * g Spitfire [dir]
78 * g Lazerwall [dir] [##]
79 Put [color/thing/param] [-#] [-#]
80 x g Die item
81 Send [-#] [-#] [str]
82 x * Copyrobot [str]
83 x * Copyrobot [-#] [-#]
84 x*g Copyrobot [dir]
85 g Duplicate self [dir]
86 Duplicate self [-#] [-#]
87 Bulletn [ch] (In MZX 2.0, changes ALL bullet n pics)
88 Bullets [ch] (In MZX 2.0, changes ALL bullet s pics)
89 Bullete [ch] (In MZX 2.0, changes ALL bullet e pics)
90 Bulletw [ch] (In MZX 2.0, changes ALL bullet w pics)
91 * Givekey [col]
92 * Givekey [col] [str]
93 * Takekey [col]
94 * Takekey [col] [str]
95 Inc [str] random [##] [##]
96 Dec [str] random [##] [##]
97 Set [str] random [##] [##]
98 Trade [##] [item] [##] [item] [str]
99 Send [dir] player [str]
100 Put [color/thing/param] [dir] player
101 x /[str]
102 *[str]
103 [[str]
104 ?[str];[str]
105 ?[str];[str];[str]
106 :[str]
107 .[str]
108 |[str]
109 x Teleport player [str] [-#] [-#]
110 * Scrollview [dir] [##]
111 Input string [str]
112 If string [str] [str]
113 If string not [str] [str]
114 If string matches [str] [str]
115 Player char [ch] (In MZX 2.0, sets the pic for all four directions)
116 %[str]
117 &[str]
118 x Move all [color/thing/param] [dir] (different)
119 x Copy [-#] [-#] [-#] [-#]
120 Set edge color [col]
121 Board [dir] [str]
122 Board [dir] none
123 Char edit [ch] [##] [##] [##] [##] [##] [##] [##] [##] [##] [##] [##] [##] [##] [##]
124 g Become pushable
125 g Become nonpushable
126 Blind [##]
127 Firewalker [##]
128 * Freezetime [##]
129 * Slowtime [##]
130 Wind [##]
131 Avalance
132 x g Copy [dir] [dir]
133 g Become lavawalker
134 g Become nonlavawalker
135 Change [color/thing/param] [color/thing/param] (Diff. from ver 1.0?)
136 * Playercolor [col]
137 * Bulletcolor [col] (In MZX 2.0, changes all bullet colors)
138 * Missilecolor [col]
139 Message row [##]
140 Pre Rel self (In MZX 2.0, unpredictable/useless for use w/global robot)
141 Pre Rel player
142 Pre Rel counters
143 Change char id [##] [ch] (Not param checked or doc'd until MZX 2.0)
144 Jump mod order [##]
145 Ask [str]
146 * Fillhealth
147 Change thick arrow char [dir] [ch]
148 Change thin arrow char [dir] [ch]
149 * Set maxhealth [##]
150 Save player position (In MZX 2.0, saves to position 1)
151 Restore player position (In MZX 2.0, uses position 1)
152 Exchange player position (In MZX 2.0, uses position 1)
153 Set mesg column [##]
154 Center mesg
155 Clear mesg
156 * Resetview
157 Sam [##] [##]
158 ODT Volume [str]
159 * Scrollbase color [col]
160 * Scrollcorner color [col] (Diff. from MZX 1.03)
161 * Scrolltitle color [col]
162 * Scrollpointer color [col]
163 * Scrollarrow color [col]
164 Viewport [##] [##] (Not param checked until MZX 2.0)
165 Viewport size [##] [##] (Not param checked until MZX 2.0)
166 ODT Set mesg column [str]
167 ODT Message row [str]
168 Save player position [##]
169 Restore player position [##]
170 Exchange player position [##]
171 Restore player position [##] duplicate self
172 Exchange player position [##] duplicate self
173 Player bulletn [ch]
174 Player bullets [ch]
175 Player bullete [ch]
176 Player bulletw [ch]
177 Neutral bulletn [ch]
178 Neutral bullets [ch]
179 Neutral bullete [ch]
180 Neutral bulletw [ch]
181 Enemy bulletn [ch]
182 Enemy bullets [ch]
183 Enemy bullete [ch]
184 Enemy bulletw [ch]
185 * Player bulletcolor [col]
186 * Neutral bulletcolor [col]
187 * Enemy bulletcolor [col]
188
189
190
191
192
193 Pre Rel self first (Unpredictable/useless for use w/global robot)
194 Pre Rel self last (Unpredictable/useless for use w/global robot)
195 Pre Rel player first
196 Pre Rel player last
197 Pre Rel counters first
198 Pre Rel counters last
199 Mod fade out
200 Mod fade in [str]
201 x Copy block [-#] [-#] [##] [##] [-#] [-#]
202 Clip input
203 g Push [dir]
204 Scroll char [ch] [dir]
205 Flip char [ch] [dir]
206 Copy char [ch] [ch]
207
208
209
210 Change sfx [##] [str]
211 Color intensity [##] percent
212 Color intensity [##] [##] percent
213 x Color fade out
214 x Color fade in
215 Set color [##] [##] [##] [##]
216 Load char set [str]
217 Multiply [str] [##]
218 Divide [str] [##]
219 Modulo [str] [##]
220 Player char [dir] [ch]
221
222 Load palette [str]
223
224 Mod fade [##] [##] (target/speed)
225 * Scrollview [-#] [-#]
226 x Swap world [str]
227 * If alignedrobot [str] [str]
228
229 * Lockscroll
230 * Unlockscroll
231 If first string [str] [str]
232 Persistent go [str] (waits until it can move then moves)
233 Wait mod fade
234
235 Enable saving
236 Disable saving
237 * Enable sensoronly saving
238 Status counter [##] [str]
239 Overlay on
240 Overlay static
241 Overlay transparent
242 Put [col] [ch] overlay [-#] [-#]
243 x Copy overlay block [-#] [-#] [##] [##] [-#] [-#]
244
245 Change overlay [col] [ch] [col] [ch]
246 Change overlay [col] [col]
247 Write overlay [col] [str] [-#] [-#]
248
249 INTERNAL USE (temporary use for box messages)
250
251 Loop start
252 Loop [##]
253 Abort loop
254 Disable mesg edge
255 Enable mesg edge
** Color words-
00 Black
01 Dark Blue
02 Dark Green
03 Dark Cyan
04 Dark Red
05 Dark Purple
06 Brown
07 Light Gray
08 Dark Gray
09 Blue
10 Green
11 Cyan
12 Red
13 Purple
14 Yellow
15 White
** Conditions-
Walking [dir]
Swimming
Firewalking
Touching [dir]
Blocked [dir]
Aligned
Alignedns
Alignedew
Lastshot [dir]
Lasttouch [dir]
Rightpressed
Leftpressed
Uppressed
Downpressed
Spacepressed
Delpressed
Musicon
Pcsfxon
** Auto labels-
THUD, TOUCH, BOMBED, KEYA-Z, INVINCO, PUSHED, EDGE, ENEMYSHOT, PLAYERSHOT,
NEUTRALSHOT, SHOT, PLAYERHIT, SENSORON, SENSORTHUD.
MZX 2.0- KEY1-9, SPITFIRE, JUSTLOADED, JUSTENTERED, SENSORPUSHED, LAZER,
GOOPTOUCHED, PLAYERHURT.
** Auto counters- (* = Robot specific)
GEMS, AMMO, LOBOMBS, HIBOMBS, COINS, LIVES, HEALTH, TIME, INVINCO, INPUT,
INPUTSIZE, KEY, BULLETTYPE*, PLAYERDIST*, HORIZPLD*, VERTPLD*.
MZX 2.0- SCORE, THISX*, THISY*, TIMERESET, LOOPCOUNT*, PLAYERLASTDIR,
PLAYERFACEDIR.
Special- XPOS, YPOS (for REL COUNTERS) These are still global.
** Directions-
IDLE (0)
NORTH, N, UP (1)
SOUTH, S, DOWN (2)
EAST, E, RIGHT (3)
WEST, W, LEFT (4)
RANDNS (5)
RANDEW (6)
RANDNE (7)
RANDNB (8)
SEEK (9)
RANDANY (10)
BENEATH, UNDER (11)
ANYDIR (12)
FLOW (13)
NODIR (14)
RANDB (15)
RANDP (+16)
CW (+32)
OPP (+64)
RANDNOT (+128)
** Equalitys-
= or == (equal to)
!= or <> or >< (not equal to)
> (greater than)
< (less than)
>= or => (greater than or equal to)
<= or =< (less than or equal to)
** Color coding-
W/o ?-
Low nybble foreground (0-15)
High nybble background (0-15)
With ?-
Check to see if bit for ? is set (In 1.0? robots, this is the high bit of
the following thing code. Otherwise, it is +256.) If not, color is same as
above. Otherwise- 0 through 15 stand for a specific foreground color with
unknown background color. 16 through 31 stand for a specific background
color (the number minus 16) with unknown foreground color. 32 stands for
unknown background and unknown foreground both.
** Sound effects numbers and codings- (version 1.0?) (See v2.00 editor for
changes to game over and death sfx)
Num String Is
--- ---------------------------------------------------- ------------------
0 t5c-gec-gec Gem
1 t5c-gec-gec Magic Gem
2 tcge-zcge Health
3 t-c+c+c-g-g-g Ammo
4 t6a#a#zx Coin
5 t-cegeg+c-g+cecegeg+c Life
6 t-cc#dd#e Lo Bomb
7 tcc#dd#e Hi Bomb
8 t4gec-g+ec-ge+c-gec Key
9 t-gc#-a#a Full Keys
10 tceg+c-eg+ce-g+ceg Unlock
11 s1a#z+a#-a#x Can't Unlock
12 t-a-a+e-e+c-c Invis. Wall
13 zax Forest
14 t0a#+a#-a#b+b-b Gate Locked
15 t0a+a-a+a-a Opening Gate
16 t-g+g-g+g+g-g+g-g-g+g-g-tg+g Invinco Start
17 sc-cqxsg-g+a#-a#xx+g-g+a#-a# Invinco Beat
18 sc-cqxsg-g+f-f+d#-d#+c-ca#-a#2c-c Invinco End
19 t0g+g-gd#+d#-d# Door locked
20 t0g+gd#+d# Door opening
21 tc-zgd#c-gd#c Hurt
22 ta-a-a+a-a-a AUGH!
23 t+c-gd#cgd#c-g+d#c-g+d#c-gd#+c-gd#cgd#c-g+d#c-gd#+c Death
-gd#cgd#c-g+d#c-gc-gd#g+c
24 sc-cqxsa#-a#++c-c+q.xsd#-d#qxsa#-a#++c-cq.xs+c-cqxs Game over
a#-a#++c-c+q.xsd#-d#qxs+f-f+c-cq.xs
25 t0c+c-c+c-c Gate closing
26 t1d#x Push
27 t2c+c+c2d#+d#+d#2g+g+g3cd#g Transport
28 z+c-c Shoot
29 t1a+a+a Break
30 t-af#-f#a Out of ammo
31 t+f# Ricochet
32 s-d-d-d Out of bombs
33 tc-aec-a Place bomb (lo)
34 t+c-aec-a Place bomb (hi)
35 t+g-ege-ege Switch bomb type
36 t1c+c0d#+d#-g+g-c# Explosion
37 t2cg+e+c2c#g#+f+c#2da+f#+d2d#a#+g+d# Entrance
38 tcge+c-g+ecge+c-g+ec Pouch
39 zcd#gd#cd#gd#cd#gd#cd#gd#cfg#fcfg#fcfg#fcfg#fcga#gc Ring/potion
ga#gcga#gcga#gs+c
40 z-a-a-aa-aa Empty chest
41 t1c+c-c#+c#-d+d-d#+d#-e+e-ec Chest
42 tc-gd#c-zd#gd#c Out of time
43 zc-d#g-cd# Fire ouch
44 tcd#g+cd#g Stolen gem
45 z1d#+d#+d# Enemy HP down
46 z0ca#f+d#cf# Dragon fire
47 tcg+c-eda+d-f#eb+e-g# Scroll/sign
48 See editor in v2.00 Goop touch (v2.0+)
** Codes for variables, etc-
Overlay off 0
Overlay on 1
Overlay static 2
Overlay transparent 3
Explosion leave space 0
Explosion leave ash 1
Explosion leave fire 2
Can save 0
Can't save 1
Can save only on a sensor 2
Forest becomes empty 0
Forest becomes floor 1
Fire burns limited 0
Fire burns forever 1
Code for no board 255
Code for no endgame board 128 (255 in MZX v2.0+)
Code for death to restart 128 (255 in MZX v2.0+)
Code for death to be same pos 129 (254 in MZX v2.0+)
Player bullet 0
Neutral bullet 1
Enemy bullet 2
Directions SEE ABOVE
Colors SEE ABOVE
Simple direction, N 0
Simple direction, S 1
Simple direction, E 2
Simple direction, W 3
Simple direction -> Complex Add 1
Complex direction -> Simple Subtract 1
Horizontal 0
Vertical 1
No key (key array) 127
No time limit 0
No protection 0
Protection from saving 1
Protection from editing 2
Protection from everything 3
Size of full pathname holders 129
Other variable codes are not important or are only internal and will not
carry over to MZX 2.0.
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