- bugfix: bomb wasn't decrementing netcaught
- bugfix: Fixed mask on red "angry" overlay
- bugfix: Ice from snowman now extends on to edge tiles
- bugfix: dotileeffect() no longer affects bullets/effects
- bugfix: fixed bug where invulnerability wouldn't cause flashing
- tweaked difficulty on "look out above!"
- Added pink cloud on which player travels to the next level
- Added boss: King Rat
- Added powerup: fly spray (slows monsters)
- Added powerup: fusion cannon 

EDITOR:
- Added status bar containing various info
- Can now move level position via the editor
- Now quit using 'q', not 'esc'
- Inactive layers are now dimmers, toggle this with 't'
- Remove 'endmaps' and all mapping code from level files
- Removed monstertochar() and chartomonster() functions
- Removed old inline monster code in level files
This commit is contained in:
Rob Pearce 2008-10-07 05:53:06 +00:00
parent af7a793903
commit f2832e4da4
60 changed files with 2709 additions and 1202 deletions

100
defs.h
View File

@ -83,13 +83,41 @@
#define NETSPEED 9 // how fast the player's net moves #define NETSPEED 9 // how fast the player's net moves
#define POWERUPTIME 15 // # secs before a powerup appears #define POWERUPTIME 15 // # secs before a powerup appears
#define CANNONSIZE 10
#define ICESPEED 2 // how fast a level turns to ice #define ICESPEED 2 // how fast a level turns to ice
#define MONJUMPSPEED 5 // how high monsters jump
#define BOMBSHAKETIME 100 // time for screen will shake after a bomb
#define RATSHAKETIME 50 // shake time when king rat is stunned
#define BOSSFLASHTIME 15 // how long bosses flash white for when hit
#define BOSSDIETIME 150 // how long bosses flash when dead
#define BELLTIME 20 // how long the bell flash lasts #define BELLTIME 20 // how long the bell flash lasts
#define CLOCKTIME 10 // how many seconds a clock lasts #define CLOCKTIME 10 // how many seconds a clock lasts
// king rat
#define KR_WALKTIME 100
#define KR_STUNTIME 150
//#define KR_WALKTIME 30
#define KR_MAXJUMP 15 // max initial jumpspeed
#define KR_NUMJUMPS 5
#define KR_CHARGESPEED 8
// king rat states
#define KRS_WALK 0
#define KRS_JUMP 1
#define KRS_WAITFORTOP 2
#define KRS_FALL 3
#define KRS_CHARGEWAIT 4
#define KRS_CHARGE 5
#define KRS_STUN 6
// bell states // bell states
#define BELL_DONESOUND 1 #define BELL_DONESOUND 1
#define BELL_DONEFLASH 2 #define BELL_DONEFLASH 2
@ -124,7 +152,7 @@
/* enums */ /* enums */
/* sounds */ /* sounds */
#define MAXFX 26 #define MAXFX 33
#define FX_SHOOT 0 #define FX_SHOOT 0
#define FX_SLAM 1 #define FX_SLAM 1
#define FX_KILL 2 #define FX_KILL 2
@ -151,6 +179,13 @@
#define FX_ARMOR 23 #define FX_ARMOR 23
#define FX_FREEZE 24 #define FX_FREEZE 24
#define FX_ICEBREAK 25 #define FX_ICEBREAK 25
#define FX_BOSSWINDUP 26
#define FX_BOSSCHARGE 27
#define FX_BOSSDIE 28
#define FX_BOSSHIT 29
#define FX_BOSSWALL 30
#define FX_SPRAY 31
#define FX_CANNON 32
// Slope types // Slope types
#define S_NOTSOLID 0 #define S_NOTSOLID 0
@ -158,7 +193,7 @@
#define S_SLOPE 2 #define S_SLOPE 2
// Sprite types // Sprite types
#define MAXPTYPES 44 #define MAXPTYPES 49
#define P_PLAYER 0 #define P_PLAYER 0
#define P_RAT 1 #define P_RAT 1
#define P_CHEESE 2 #define P_CHEESE 2
@ -167,7 +202,7 @@
#define P_BIGNET 5 #define P_BIGNET 5
#define P_BEE 6 #define P_BEE 6
#define P_SPIDER 7 #define P_SPIDER 7
#define P_CLOUD 8 #define P_BLACKCLOUD 8
#define P_ICECREAM 9 #define P_ICECREAM 9
#define P_CHIPS 10 #define P_CHIPS 10
#define P_BURGER 11 #define P_BURGER 11
@ -177,9 +212,9 @@
#define P_FLOWERYELLOW 15 #define P_FLOWERYELLOW 15
#define P_FLOWERRED 16 #define P_FLOWERRED 16
#define P_FLOWERPURPLE 17 #define P_FLOWERPURPLE 17
#define P_COKE 18 #define P_COKE 18
#define P_GEMRED 19 #define P_GEMRED 19
#define P_PUFF 20 #define P_PUFF 20
#define P_GEMYELLOW 21 #define P_GEMYELLOW 21
#define P_GEMPURPLE 22 #define P_GEMPURPLE 22
#define P_POWERUPPOS 23 #define P_POWERUPPOS 23
@ -203,6 +238,11 @@
#define P_BELL 41 #define P_BELL 41
#define P_CLOCK 42 #define P_CLOCK 42
#define P_SNOWMAN 43 #define P_SNOWMAN 43
#define P_PINKCLOUD 44
#define P_KINGRAT 45
#define P_SPRAY 46
#define P_CANNONPOWERUP 47
#define P_CANNON 48
// powerups // powerups
#define PW_NONE 0 #define PW_NONE 0
@ -212,6 +252,12 @@
#define PW_RINGWALK 4 // points for walking #define PW_RINGWALK 4 // points for walking
#define PW_RINGJUMP 5 // points for jumping #define PW_RINGJUMP 5 // points for jumping
#define PW_CLOCK 6 // freeze time #define PW_CLOCK 6 // freeze time
#define PW_SPRAYUP 7 // fly spray
#define PW_SPRAYDOWN 8 // fly spray
#define PW_CANNON 9 // fusion cannon
#define PW_CANNONFIRE 10 // fusion cannon firing
// "virtual" powerup for bosses
#define PW_RATSHAKE 20 // shake screen horizontally
// Frame names // Frame names
#define F_WALK1 0 #define F_WALK1 0
@ -240,8 +286,10 @@
#define LV_CLEAR 1 // all monsters dead #define LV_CLEAR 1 // all monsters dead
#define LV_WAIT 2 // LEVEL COMPLETE displayed, delay to collect fruits #define LV_WAIT 2 // LEVEL COMPLETE displayed, delay to collect fruits
#define LV_FINAL 3 // delay 5 seconds more... #define LV_FINAL 3 // delay 5 seconds more...
#define LV_NEXTLEV 4 // end of delay, nextlevel() in 5 seconds #define LV_CLOUD 4 // cloud appearing
#define LV_GAMEOVER 6 // No lives left. #define LV_CLOUDLOOP 6 // cloud looping
#define LV_NEXTLEV 7 // cloud done , nextlevel() in 5 seconds
#define LV_GAMEOVER 8 // No lives left.
// movement types // movement types
#define MV_NONE 0 // didn't move #define MV_NONE 0 // didn't move
@ -280,6 +328,12 @@
#define D_FINAL (4) // ACTUALLY dead, remove the sprite #define D_FINAL (4) // ACTUALLY dead, remove the sprite
/// pink cloud
#define PCGROWSPEED (0.02) // how much to grow each turn (0.1 - 0.999)
#define PCSHRINKSPEED (0.06) // how much to shrink each turn (0.1 - 0.999)
#define PCTURN (5) // turn speed while looping
// teleporting states // teleporting states
#define TP_SHRINKING (1) // entering teleporter #define TP_SHRINKING (1) // entering teleporter
@ -293,6 +347,15 @@
#define D_UP (-2) #define D_UP (-2)
#define D_DOWN (2) #define D_DOWN (2)
// boss health bar
#define HEALTHBARY 480-100 // y position of health bar
#define HEALTHBARGAP 2 // gap between health bars
// frames of the bar
#define HEALTHFRAMES 3
#define HF_GREEN 0
#define HF_YELLOW 1
#define HF_RED 2
/* data structures */ /* data structures */
typedef struct mapping_s { typedef struct mapping_s {
@ -342,7 +405,8 @@ typedef struct level_s {
int id; int id;
int bgtileid; int bgtileid;
char bgfile[MIDBUFLEN]; char bgfile[MIDBUFLEN];
char name[SMALLBUFLEN]; char name[MIDBUFLEN];
char filename[MIDBUFLEN];
int map[LEVELW*LEVELH]; int map[LEVELW*LEVELH];
int map2[LEVELW*LEVELH]; // second map layer int map2[LEVELW*LEVELH]; // second map layer
int tileframe[LEVELW*LEVELH]; // tracks frame numbers for tiles int tileframe[LEVELW*LEVELH]; // tracks frame numbers for tiles
@ -366,8 +430,8 @@ level_t *level;
typedef struct levelentry_s { typedef struct levelentry_s {
int id; int id;
char *filename; char filename[MIDBUFLEN];
char *desc; char desc[MIDBUFLEN];
} levelentry_t; } levelentry_t;
typedef struct sprite_s { typedef struct sprite_s {
@ -381,7 +445,6 @@ typedef struct sprite_s {
// CURRENT STATE // CURRENT STATE
// player only // player only
int lives;
int recoiling; // this happens after you get hit while wearing armour int recoiling; // this happens after you get hit while wearing armour
int slamming; // are we slamming our net (player only) int slamming; // are we slamming our net (player only)
double slamangle;// are what point around is our net? double slamangle;// are what point around is our net?
@ -412,17 +475,27 @@ typedef struct sprite_s {
SDL_Surface *iceimg; // Image to blit for ice SDL_Surface *iceimg; // Image to blit for ice
int willbecome; // what fruit this will become when dead int willbecome; // what fruit this will become when dead
int angry; // is this sprite in ANGRY mode for its AI? int angry; // is this sprite in ANGRY mode for its AI?
// normally this is a bool, but for monsters we
// it for flashing them when they are hit. in this
// case it will be a number.
struct sprite_s *caughtby; // who has us in their net? NULL if nobody struct sprite_s *caughtby; // who has us in their net? NULL if nobody
int quickdie; // die without bouncing? int quickdie; // die without bouncing?
int caughtstate; // are we caught by a net? being pulled in or caught? int caughtstate; // are we caught by a net? being pulled in or caught?
int jumptimer; // delay before we will jump int jumptimer; // delay before we will jump
int willjumpspeed; // how fast we'll jump when jumptimer expires
int flies; // can we fly? int flies; // can we fly?
double xs,ys; // bounce direction after death double xs,ys; // bounce direction after death
struct sprite_s *bullet; // pointer to our bullet struct sprite_s *bullet; // pointer to our bullet
struct sprite_s *owner; // if we ARE a bullet, pointer to the sprite who made us struct sprite_s *owner; // if we ARE a bullet, pointer to the sprite who made us
char name[MIDBUFLEN]; // Help text for help icons, otherwise not really used outside of debugging char name[MIDBUFLEN]; // Help text for help icons, otherwise not really used outside of debugging
// pinkcloud only
double size;
double rotated;
double angle;
// player and monster // player and monster
int lives; // only for player and bosses
int swimming; // are we in the water? int swimming; // are we in the water?
int falling; // are we falling? int falling; // are we falling?
int dropping; // are we purposely dropping through solid ground? int dropping; // are we purposely dropping through solid ground?
@ -461,7 +534,9 @@ imageset_t imageset[MAXPTYPES];
/* external globals */ /* external globals */
extern SDL_Color black; extern SDL_Color black;
extern SDL_Surface *screen, *temps, *levelbg, *head, *headsmall, *icecube; extern SDL_Surface *screen, *temps, *levelbg, *head, *headsmall, *icecube;
extern sprite_t *sprite, *lastsprite, *player; extern SDL_Surface *healthbar[];
extern SDL_Surface *greenbox;
extern sprite_t *sprite, *lastsprite, *player, *boss;
extern level_t *curlevel; extern level_t *curlevel;
extern tiletype_t fakeblock; extern tiletype_t fakeblock;
extern int gtime; extern int gtime;
@ -485,6 +560,7 @@ extern int cheat;
extern int nexthurryup; extern int nexthurryup;
extern levelentry_t levelentry[]; extern levelentry_t levelentry[];
extern int numlevels; extern int numlevels;
extern int maxlevid;
extern char *deathtext[]; extern char *deathtext[];
extern char *bifftext[]; extern char *bifftext[];

View File

@ -2,10 +2,12 @@
- in defs.h: add P_ entry - in defs.h: add P_ entry
- in shared.c: add score value in setdefaults if applicable - in shared.c: add score value in setdefaults if applicable
- in shared.c: add loadspriteimage() line(s) in loadimagesets() - in shared.c: add loadspriteimage() line(s) in loadimagesets()
- in shared.c: IF NOT AN EFFECT: add entry to monstertochar
- in shared.c: IF NOT AN EFFECT: add entry to chartomonster
- in shared.c: update isflower(), isfruit(), isbullet(), iseffect(); - in shared.c: update isflower(), isfruit(), isbullet(), iseffect();
- in shared.c: update isnettable()
- in shared.c: IF A GEM: update flowertogem() - in shared.c: IF A GEM: update flowertogem()
- in edit.c: update isplacable() - in edit.c: update isplacable()
- in rc.c: update ismonster() - in shared.c: update ismonster()
- in rc.c: add monster/effect movement - in rc.c: add monster/effect movement
for bosses:
updated getbosshealth(),isboss()

922
edit.c

File diff suppressed because it is too large Load Diff

44
edit.h
View File

@ -1,21 +1,45 @@
// Editor specific macros
#define EDITORW 800
#define EDITORH 480
// location of tile palette in editor // location of tile palette in editor
#define PALX 640 #define PALX 640
#define PALY 0 #define PALY 0
#define PALW (EDITORW-PALX) #define PALW (EDITMAPW-PALX)
#define PALH (EDITORH/2)-1 #define PALH (EDITMAPH/2)-1
#define EDITTEXT 12
#define EDITLINE (EDITTEXT + 1)
// MAP
#define EDITMAPW 640 // TODO: fix
#define EDITMAPH 480
//
#define EDITORW 800
#define EDITORH EDITMAPH + (EDITTEXT*4)
// location of sprite palette in editor // location of sprite palette in editor
#define SPALX 640 #define SPALX 640
#define SPALY (EDITORH/2) #define SPALY PALH
#define SPALW (EDITORW-PALX) #define SPALW (EDITORW-PALX)
#define SPALH (EDITORH/2)-1 #define SPALH (EDITORH/2)-1
#define STATUSX 0
#define STATUSY EDITMAPH
#define STATUSPAD 10
#define LLISTPADY 2
#define LLISTX 50
// level states
#define LS_EDIT 0
#define LS_SAVE 1
// Editor specific functions // Editor specific functions
void draweditorlevel(void); void draweditorlevel(void);
void draweditortile(SDL_Surface *where, int x, int y);
void drawpalette(void); void drawpalette(void);
void drawsprites(void); void drawsprites(void);
int savelevel(int wnum, int lnum); int savelevel(int wnum, int lnum);
@ -25,3 +49,9 @@ void clearlevel(void);
int isplacabletile(int tid); int isplacabletile(int tid);
int isplacablesprite(int sid); int isplacablesprite(int sid);
int writetext(SDL_Surface *where, int x, int y, char *text, int size, SDL_Color *col);
void drawstatus(void);
void setmod(int yesno);
void drawlevellist(void);
void newlevel(void);
void setstatustext(char *text, SDL_Color *col);

BIN
editfont.ttf Normal file

Binary file not shown.

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@ -7,14 +7,20 @@ int musicplaying;
levelentry_t levelentry[MAXLEVELS]; // level filenames etc levelentry_t levelentry[MAXLEVELS]; // level filenames etc
int numlevels; int numlevels;
int maxlevid;
SDL_Surface *levelbg; // level background image SDL_Surface *levelbg; // level background image
SDL_Surface *temps; // temporary surface SDL_Surface *temps; // temporary surface
SDL_Surface *screen; // the actual video screen SDL_Surface *screen; // the actual video screen
SDL_Surface *head,*headsmall; // img in corner showing number of lives SDL_Surface *head,*headsmall; // img in corner showing number of lives
SDL_Surface *icecube; // overlaid on frozen monsters SDL_Surface *icecube; // overlaid on frozen monsters
SDL_Surface *greenbox; // for fly spray effect
SDL_Surface *healthbar[HEALTHFRAMES]; // for boss health
sprite_t *sprite; // head of sprite linked list sprite_t *sprite; // head of sprite linked list
sprite_t *lastsprite; // tail of sprite linked list sprite_t *lastsprite; // tail of sprite linked list
sprite_t *player; // pointer to the player's sprite sprite_t *player; // pointer to the player's sprite
sprite_t *boss; // point to current boss on level (normally NULL)
Mix_Music *music, *fastmusic, *normalmusic; Mix_Music *music, *fastmusic, *normalmusic;
Mix_Chunk *sfx[MAXFX]; Mix_Chunk *sfx[MAXFX];

View File

@ -17,4 +17,5 @@
16,level14.dat,The Chimney 16,level14.dat,The Chimney
19,level21.dat,Island 19,level21.dat,Island
18,level8.5.dat,Look out above... 18,level8.5.dat,Look out above...
20,level20.dat,King Rat
99,level99.dat,TEST LEVEL 99,level99.dat,TEST LEVEL

1054
rc.c

File diff suppressed because it is too large Load Diff

4
rc.h
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@ -2,6 +2,7 @@ void cleanup(void);
int addtext(int x, int y, int size, char *string, SDL_Color *c, int delay); int addtext(int x, int y, int size, char *string, SDL_Color *c, int delay);
void addoutlinetext(int x, int y, int size, char *msg, SDL_Color *col, SDL_Color *bgcol, int delay); void addoutlinetext(int x, int y, int size, char *msg, SDL_Color *col, SDL_Color *bgcol, int delay);
void drawscore(void); void drawscore(void);
void drawbosshealth(void);
void drawtext(void); void drawtext(void);
void movetext(void); void movetext(void);
void removeall(void); void removeall(void);
@ -44,10 +45,11 @@ void channeldone(int channel);
void movetostart(sprite_t *p, int dstx, int dsty, double xspeed,double yspeed); void movetostart(sprite_t *p, int dstx, int dsty, double xspeed,double yspeed);
SDL_Surface *grabbehind(sprite_t *s, SDL_Surface *surf); SDL_Surface *grabbehind(sprite_t *s, SDL_Surface *surf);
void dumpsprites(void); void dumpsprites(void);
void countmonsters(void); int countmonsters(void);
int getpoints(int id); int getpoints(int id);
int isladder(int tid); int isladder(int tid);
char *addcommas(char *buffer, int num); char *addcommas(char *buffer, int num);
void addscore(sprite_t *s, int amt); void addscore(sprite_t *s, int amt);
void doice(void); void doice(void);
void checklevelend(void);

290
shared.c
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@ -34,9 +34,9 @@ int loadlevel(int wnum, int lnum) {
int tileid; int tileid;
int i; int i;
//int *ii; //int *ii;
mapping_t mapping[MAXMAPPINGS]; //mapping_t mapping[MAXMAPPINGS];
int nmappings = 0; //int nmappings = 0;
tiletype_t *lasttile; //tiletype_t *lasttile;
int newversion; int newversion;
int numanim = 0; int numanim = 0;
int leveldone; int leveldone;
@ -69,6 +69,8 @@ int loadlevel(int wnum, int lnum) {
if (!level) level = malloc(sizeof(level_t)); if (!level) level = malloc(sizeof(level_t));
sprintf(level->filename, levelentry[lnum].filename);
/* set current level pointer */ /* set current level pointer */
curlevel = level; curlevel = level;
@ -76,7 +78,7 @@ int loadlevel(int wnum, int lnum) {
level->id = levelentry[lnum].id; level->id = levelentry[lnum].id;
//sprintf(level->name, "Level %d-%d",wnum,lnum); //sprintf(level->name, "Level %d-%d",wnum,lnum);
sprintf(level->name, "\"%s\"",levelentry[lnum].desc); sprintf(level->name, "%s",levelentry[lnum].desc);
level->prev = NULL; level->prev = NULL;
level->next = NULL; level->next = NULL;
@ -195,6 +197,7 @@ int loadlevel(int wnum, int lnum) {
/* read tile defs */ /* read tile defs */
// TODO: remove all of this, don't need it with new level format // TODO: remove all of this, don't need it with new level format
/*
nmappings = 0; nmappings = 0;
fgets(buf, BUFLEN, f); fgets(buf, BUFLEN, f);
while (!strstr(buf, "endmaps")) { while (!strstr(buf, "endmaps")) {
@ -216,6 +219,7 @@ int loadlevel(int wnum, int lnum) {
fgets(buf, BUFLEN, f); fgets(buf, BUFLEN, f);
} }
*/
fgets(buf, BUFLEN, f); fgets(buf, BUFLEN, f);
/* read help messages if present */ /* read help messages if present */
if (strstr(buf, "help")) { if (strstr(buf, "help")) {
@ -237,7 +241,7 @@ int loadlevel(int wnum, int lnum) {
if (strstr(buf, "monsters")) { if (strstr(buf, "monsters")) {
fgets(buf, BUFLEN, f); fgets(buf, BUFLEN, f);
while (!strstr(buf, "endmonsters")) { while (!strstr(buf, "endmonsters")) {
char ch; //char ch;
int monid; int monid;
int x,y; int x,y;
// strip newline // strip newline
@ -249,8 +253,10 @@ int loadlevel(int wnum, int lnum) {
printf("invalid monster definition (missing type): '%s'\n",buf); printf("invalid monster definition (missing type): '%s'\n",buf);
return B_TRUE; return B_TRUE;
} }
ch = p[0]; // type of monster //ch = p[0]; // type of monster
monid = chartomonster(ch); //monid = chartomonster(ch);
// type of monster
monid = atoi(p);
if (monid < 0) { if (monid < 0) {
printf("invalid monster definition (invalid type): '%s'\n",buf); printf("invalid monster definition (invalid type): '%s'\n",buf);
return B_TRUE; return B_TRUE;
@ -393,10 +399,10 @@ int loadlevel(int wnum, int lnum) {
p = strtok(NULL, ","); p = strtok(NULL, ",");
} }
} else { /* old level data version */ } /*else { // old level data version
for (p = buf; *p; p++) { for (p = buf; *p; p++) {
int n,found = 0; int n,found = 0;
/* search mappings */ // search mappings
for (n = 0; n < nmappings; n++) { for (n = 0; n < nmappings; n++) {
if (mapping[n].ch == *p) { if (mapping[n].ch == *p) {
tileid = mapping[n].tnum; tileid = mapping[n].tnum;
@ -428,10 +434,10 @@ int loadlevel(int wnum, int lnum) {
tileid = level->bgtileid; tileid = level->bgtileid;
level->initm[level->nummonsters].startx = x*TILEW+(TILEW/2); level->initm[level->nummonsters].startx = x*TILEW+(TILEW/2);
level->initm[level->nummonsters].starty = y*TILEH+(TILEH-2); level->initm[level->nummonsters].starty = y*TILEH+(TILEH-2);
level->initm[level->nummonsters].id = P_CLOUD; level->initm[level->nummonsters].id = P_BLACKCLOUD;
level->nummonsters++; level->nummonsters++;
} else if (*p == 'r') { } else if (*p == 'r') {
/* figure out background type */ // figure out background type
if (lasttile->solid) { if (lasttile->solid) {
tileid = level->map[(y-1)*LEVELW+x]; tileid = level->map[(y-1)*LEVELW+x];
} else { } else {
@ -445,7 +451,7 @@ int loadlevel(int wnum, int lnum) {
level->nummonsters++; level->nummonsters++;
} else if (*p == 'S') { } else if (*p == 'S') {
/* figure out background type */ // figure out background type
if (lasttile->solid) { if (lasttile->solid) {
tileid = level->map[(y-1)*LEVELW+x]; tileid = level->map[(y-1)*LEVELW+x];
} else { } else {
@ -458,7 +464,7 @@ int loadlevel(int wnum, int lnum) {
level->initm[level->nummonsters].id = P_SNAKE; level->initm[level->nummonsters].id = P_SNAKE;
level->nummonsters++; level->nummonsters++;
} else if (*p == 'a') { } else if (*p == 'a') {
/* figure out background type */ // figure out background type
if (lasttile->solid) { if (lasttile->solid) {
tileid = level->map[(y-1)*LEVELW+x]; tileid = level->map[(y-1)*LEVELW+x];
} else { } else {
@ -470,7 +476,7 @@ int loadlevel(int wnum, int lnum) {
level->initm[level->nummonsters].id = P_BEE; level->initm[level->nummonsters].id = P_BEE;
level->nummonsters++; level->nummonsters++;
} else if (*p == 's') { } else if (*p == 's') {
/* figure out background type */ // figure out background type
if (lasttile->solid) { if (lasttile->solid) {
tileid = level->map[(y-1)*LEVELW+x]; tileid = level->map[(y-1)*LEVELW+x];
} else { } else {
@ -482,7 +488,7 @@ int loadlevel(int wnum, int lnum) {
level->initm[level->nummonsters].id = P_SPIDER; level->initm[level->nummonsters].id = P_SPIDER;
level->nummonsters++; level->nummonsters++;
} else if (*p == '?') { } else if (*p == '?') {
/* figure out background type */ // figure out background type
if (lasttile->solid) { if (lasttile->solid) {
tileid = level->map[(y-1)*LEVELW+x]; tileid = level->map[(y-1)*LEVELW+x];
} else { } else {
@ -516,7 +522,7 @@ int loadlevel(int wnum, int lnum) {
} else if (*p == '\\') { } else if (*p == '\\') {
tileid = T_SLOPEDOWN; tileid = T_SLOPEDOWN;
} else if (*p == '1') { } else if (*p == '1') {
/* figure out background type */ // figure out background type
if (lasttile->solid) { if (lasttile->solid) {
tileid = level->map[(y-1)*LEVELW+x]; tileid = level->map[(y-1)*LEVELW+x];
} else { } else {
@ -548,7 +554,8 @@ int loadlevel(int wnum, int lnum) {
lasttile = gettile(tileid); lasttile = gettile(tileid);
x++; x++;
} }
} /* if newversion */ } // if newversion
*/
/* make sure enough data was found */ /* make sure enough data was found */
if (x < LEVELW+1) { if (x < LEVELW+1) {
@ -664,6 +671,7 @@ int loadlevel(int wnum, int lnum) {
} else { } else {
delay = 0; delay = 0;
} }
#ifdef __EDITOR #ifdef __EDITOR
addsprite(level->initm[i].id, addsprite(level->initm[i].id,
level->initm[i].startx, level->initm[i].starty, name ); level->initm[i].startx, level->initm[i].starty, name );
@ -675,6 +683,8 @@ int loadlevel(int wnum, int lnum) {
gtime = 0; gtime = 0;
nexthurryup = level->hurryuptime; nexthurryup = level->hurryuptime;
boss = NULL;
printf("Done.\n"); printf("Done.\n");
/* /*
for (ii = level->animtiles ; ii && *ii != -1; ii++) { for (ii = level->animtiles ; ii && *ii != -1; ii++) {
@ -725,6 +735,7 @@ void setdefaults(sprite_t *s) {
s->dead = 0; s->dead = 0;
s->angry = 0; s->angry = 0;
s->jumptimer = 0; s->jumptimer = 0;
s->willjumpspeed = 0;
s->iced = B_FALSE; s->iced = B_FALSE;
if (s->iceimg) { if (s->iceimg) {
SDL_FreeSurface(s->iceimg); SDL_FreeSurface(s->iceimg);
@ -736,9 +747,29 @@ void setdefaults(sprite_t *s) {
s->willbecome = P_CHEESE; s->willbecome = P_CHEESE;
// special
if (s->id == P_PINKCLOUD) {
s->size = 0.1;
} else {
// not used
s->size = -1;
}
// special for bosses
if (s->id == P_KINGRAT) {
s->timer1 = 0;
s->timer2 = KR_WALKTIME;
s->timer3 = 0;
}
if (isboss(s->id)) {
s->lives = getbosshealth(s->id); // health
}
// flying
switch (s->id) { switch (s->id) {
case P_BEE: case P_BEE:
case P_CLOUD: case P_BLACKCLOUD:
case P_SPIDER: case P_SPIDER:
s->flies = B_TRUE; s->flies = B_TRUE;
break; break;
@ -781,8 +812,10 @@ sprite_t *addsprite(int id, int x, int y, char *name ) {
s->id = id; s->id = id;
s->x = x; s->x = x;
s->y = y; s->y = y;
if (s->id == P_CLOUD) { if (s->id == P_BLACKCLOUD) {
s->img = rotozoomSurfaceXY(imageset[id].img[F_WALK1],0,1,1,0); s->img = rotozoomSurfaceXY(imageset[id].img[F_WALK1],0,1,1,0);
} else if (s->id == P_PINKCLOUD) {
s->img = rotozoomSurfaceXY(imageset[id].img[F_WALK1],0,(double)PCGROWSPEED,(double)PCGROWSPEED,0);
} else { } else {
s->img = imageset[id].img[F_WALK1]; s->img = imageset[id].img[F_WALK1];
} }
@ -1020,9 +1053,24 @@ int loadimagesets(void) {
SDL_Surface *tempimg; SDL_Surface *tempimg;
SDL_Surface *reds; SDL_Surface *reds;
head = IMG_Load("sprites/dwarfhead.png"); head = IMG_Load("sprites/dwarfhead.png");
headsmall = IMG_Load("sprites/dwarfhead-small.png"); headsmall = IMG_Load("sprites/dwarfhead-small.png");
icecube = IMG_Load("sprites/icecube.png"); icecube = IMG_Load("sprites/icecube.png");
healthbar[HF_GREEN] = IMG_Load("sprites/health.png");
healthbar[HF_YELLOW] = IMG_Load("sprites/healthyellow.png");
healthbar[HF_RED] = IMG_Load("sprites/healthred.png");
// green square for flyspray effect
greenbox = SDL_CreateRGBSurface(SDL_SWSURFACE,
screen->w,
screen->h,
screen->format->BitsPerPixel, screen->format->Rmask,
screen->format->Gmask,screen->format->Bmask, 0);
SDL_FillRect(greenbox, NULL, SDL_MapRGB(greenbox->format, 0, 150, 0));
SDL_SetAlpha(greenbox, SDL_SRCALPHA,80);
loadspriteimage(P_PLAYER,F_WALK1, "sprites/pdwarf.png"); loadspriteimage(P_PLAYER,F_WALK1, "sprites/pdwarf.png");
loadspriteimage(P_PLAYER,F_JUMP, "sprites/pdwarfjump.png"); loadspriteimage(P_PLAYER,F_JUMP, "sprites/pdwarfjump.png");
@ -1094,12 +1142,16 @@ int loadimagesets(void) {
/* next 3 are auto generated */ /* next 3 are auto generated */
imageset[P_SPIDER].numimages = 8; imageset[P_SPIDER].numimages = 8;
loadspriteimage(P_CLOUD,F_WALK1, "sprites/cloud.png"); loadspriteimage(P_BLACKCLOUD,F_WALK1, "sprites/cloud.png");
loadspriteimage(P_CLOUD,F_JUMP, "sprites/cloud.png"); loadspriteimage(P_BLACKCLOUD,F_JUMP, "sprites/cloud.png");
loadspriteimage(P_CLOUD,F_FALL, "sprites/cloud.png"); loadspriteimage(P_BLACKCLOUD,F_FALL, "sprites/cloud.png");
loadspriteimage(P_CLOUD,F_CAUGHT, "sprites/cloud.png"); loadspriteimage(P_BLACKCLOUD,F_CAUGHT, "sprites/cloud.png");
loadspriteimage(P_CLOUD,F_DEAD, "sprites/cloud.png"); loadspriteimage(P_BLACKCLOUD,F_DEAD, "sprites/cloud.png");
imageset[P_CLOUD].numimages = 2; imageset[P_BLACKCLOUD].numimages = 2;
loadspriteimage(P_PINKCLOUD,F_WALK1, "sprites/pinkcloud.png");
imageset[P_PINKCLOUD].numimages = 1;
loadspriteimage(P_COKE,F_WALK1, "sprites/coke.png"); loadspriteimage(P_COKE,F_WALK1, "sprites/coke.png");
loadspriteimage(P_COKE,F_JUMP, "sprites/cokejump.png"); loadspriteimage(P_COKE,F_JUMP, "sprites/cokejump.png");
@ -1108,6 +1160,14 @@ int loadimagesets(void) {
loadspriteimage(P_COKE,F_DEAD, "sprites/cokedead.png"); loadspriteimage(P_COKE,F_DEAD, "sprites/cokedead.png");
imageset[P_COKE].numimages = 8; imageset[P_COKE].numimages = 8;
loadspriteimage(P_KINGRAT,F_WALK1, "sprites/kingrat.png");
loadspriteimage(P_KINGRAT,F_JUMP, "sprites/kingratjump.png");
loadspriteimage(P_KINGRAT,F_FALL, "sprites/kingratjump.png");
loadspriteimage(P_KINGRAT,F_CAUGHT, "sprites/kingratcaught.png");
loadspriteimage(P_KINGRAT,F_DEAD, "sprites/kingratdead.png");
/* next 3 are auto generated */
imageset[P_KINGRAT].numimages = 8;
/* fruits / powerups */ /* fruits / powerups */
loadspriteimage(P_CHEESE,F_WALK1, "sprites/cheese.png"); loadspriteimage(P_CHEESE,F_WALK1, "sprites/cheese.png");
imageset[P_CHEESE].numimages = 1; imageset[P_CHEESE].numimages = 1;
@ -1207,6 +1267,15 @@ int loadimagesets(void) {
loadspriteimage(P_SNOWMAN,F_WALK1, "sprites/snowman.png"); loadspriteimage(P_SNOWMAN,F_WALK1, "sprites/snowman.png");
imageset[P_SNOWMAN].numimages = 1; imageset[P_SNOWMAN].numimages = 1;
loadspriteimage(P_SPRAY,F_WALK1, "sprites/spray.png");
imageset[P_SPRAY].numimages = 1;
loadspriteimage(P_CANNONPOWERUP,F_WALK1, "sprites/cannonpowerup.png");
imageset[P_CANNONPOWERUP].numimages = 1;
loadspriteimage(P_CANNON,F_WALK1, "sprites/cannon.png");
imageset[P_CANNON].numimages = 1;
// puffs and mace smashes // puffs and mace smashes
for (i = 0; i < PUFFFRAMES; i++) { for (i = 0; i < PUFFFRAMES; i++) {
char name[SMALLBUFLEN]; char name[SMALLBUFLEN];
@ -1269,14 +1338,24 @@ int loadimagesets(void) {
/* angry image */ /* angry image */
// create semi-transparent red square // create semi-transparent red square (white for bosses)
reds = SDL_CreateRGBSurface(SDL_SWSURFACE, if (isboss(p)) {
origi->w, reds = SDL_CreateRGBSurface(SDL_SWSURFACE,
origi->h, origi->w,
origi->format->BitsPerPixel, origi->format->Rmask, origi->h,
origi->format->Gmask,origi->format->Bmask, 0); origi->format->BitsPerPixel, origi->format->Rmask,
SDL_FillRect(reds, NULL, SDL_MapRGB(reds->format, 255, 0, 0)); origi->format->Gmask,origi->format->Bmask, 0);
SDL_SetAlpha(reds, SDL_SRCALPHA,100); SDL_FillRect(reds, NULL, SDL_MapRGB(reds->format, 255, 255, 255));
SDL_SetAlpha(reds, SDL_SRCALPHA,100);
} else {
reds = SDL_CreateRGBSurface(SDL_SWSURFACE,
origi->w,
origi->h,
origi->format->BitsPerPixel, origi->format->Rmask,
origi->format->Gmask,origi->format->Bmask, 0);
SDL_FillRect(reds, NULL, SDL_MapRGB(reds->format, 255, 0, 0));
SDL_SetAlpha(reds, SDL_SRCALPHA,100);
}
// take a copy of the original image // take a copy of the original image
imageset[p].img[MAXFRAMES*2+i] = rotozoomSurfaceXY(origi, 0, 1,1,0); imageset[p].img[MAXFRAMES*2+i] = rotozoomSurfaceXY(origi, 0, 1,1,0);
@ -1292,8 +1371,16 @@ int loadimagesets(void) {
imageset[p].img[MAXFRAMES*2+i] = temps; imageset[p].img[MAXFRAMES*2+i] = temps;
// Make the background red bits completely transparent // Make the background red bits completely transparent
SDL_SetColorKey(imageset[p].img[MAXFRAMES*2+i], if (isboss(p)) {
SDL_SRCCOLORKEY, SDL_MapRGB(imageset[p].img[MAXFRAMES*2+i]->format, 101, 0, 0)); SDL_SetColorKey(imageset[p].img[MAXFRAMES*2+i],
SDL_SRCCOLORKEY, SDL_MapRGB(imageset[p].img[MAXFRAMES*2+i]->format, 99, 97, 99));
} else {
///SDL_Color tempcol;
///getpixelrgb(imageset[p].img[MAXFRAMES*2+i], 0, 0, &tempcol);
//printf("for spriteid %d, rgb is %d,%d,%d\n",p,tempcol.r,tempcol.g,tempcol.b);
SDL_SetColorKey(imageset[p].img[MAXFRAMES*2+i],
SDL_SRCCOLORKEY, SDL_MapRGB(imageset[p].img[MAXFRAMES*2+i]->format, 99, 0, 0));
}
/* flipped angry image */ /* flipped angry image */
@ -1336,6 +1423,11 @@ void drawsprite(sprite_t *s) {
if ((s == player) && (levelcomplete == LV_NEXTLEV)) { if ((s == player) && (levelcomplete == LV_NEXTLEV)) {
frame = F_SHOOT; frame = F_SHOOT;
if (curlevel->exitdir == D_RIGHT) {
player->dir = 1;
} else if (curlevel->exitdir == D_LEFT) {
player->dir = -1;
}
} else { } else {
/* select frame */ /* select frame */
if (isfruit(s->id)) { if (isfruit(s->id)) {
@ -1356,10 +1448,14 @@ void drawsprite(sprite_t *s) {
frame = F_WALK1; frame = F_WALK1;
} else if (s->id == P_MACE) { } else if (s->id == P_MACE) {
frame = F_WALK1; frame = F_WALK1;
} else if (s->id == P_CANNON) {
frame = F_WALK1;
} }
} else if (s->dead) { } else if (s->dead) {
if (s == player) { if (s == player) {
frame = F_DEAD; frame = F_DEAD;
} else if (s == boss) {
frame = F_DEAD;
} else { } else {
frame = F_DEAD + ((timer/2) % 4); frame = F_DEAD + ((timer/2) % 4);
} }
@ -1435,7 +1531,7 @@ void drawsprite(sprite_t *s) {
frame += (MAXFRAMES*2); frame += (MAXFRAMES*2);
} }
if ((s->id != P_CLOUD) && (!s->teleporting)) { if ((s->id != P_BLACKCLOUD) && (s->id != P_PINKCLOUD) && (!s->teleporting)) {
s->img = imageset[s->id].img[frame]; s->img = imageset[s->id].img[frame];
} }
@ -1468,6 +1564,10 @@ void drawsprite(sprite_t *s) {
if (timer % 2 == 0) { if (timer % 2 == 0) {
SDL_BlitSurface(s->img, NULL, screen, &area); SDL_BlitSurface(s->img, NULL, screen, &area);
} }
} else if (s == boss && s->dead) {
if ((timer / 10) % 2 == 0) {
SDL_BlitSurface(s->img, NULL, screen, &area);
}
} else { } else {
// draw the sprite // draw the sprite
SDL_BlitSurface(s->img, NULL, screen, &area); SDL_BlitSurface(s->img, NULL, screen, &area);
@ -1510,6 +1610,11 @@ void killsprite(sprite_t *s) {
sprite_t *nextone, *lastone; sprite_t *nextone, *lastone;
sprite_t *s2; sprite_t *s2;
// remove boss pointer
if (boss == s) {
boss = NULL;
}
/* remove references to this sprite before removing it */ /* remove references to this sprite before removing it */
for (s2 = sprite ; s2 ; s2 = s2->next) { for (s2 = sprite ; s2 ; s2 = s2->next) {
if (s2->owner == s) { if (s2->owner == s) {
@ -1618,6 +1723,8 @@ int isfruit(int id) {
case P_RINGGOLD: case P_RINGGOLD:
case P_CLOCK: case P_CLOCK:
case P_SNOWMAN: case P_SNOWMAN:
case P_SPRAY:
case P_CANNONPOWERUP:
/* flowers */ /* flowers */
case P_FLOWERYELLOW: case P_FLOWERYELLOW:
case P_FLOWERRED: case P_FLOWERRED:
@ -1648,6 +1755,8 @@ int iseffect(int id) {
if (id == P_POWERUPPOS) return B_TRUE; if (id == P_POWERUPPOS) return B_TRUE;
if (id == P_GLOVE) return B_TRUE; if (id == P_GLOVE) return B_TRUE;
if (id == P_MACE) return B_TRUE; if (id == P_MACE) return B_TRUE;
if (id == P_PINKCLOUD) return B_TRUE;
if (id == P_CANNON) return B_TRUE;
return B_FALSE; return B_FALSE;
} }
@ -1823,9 +1932,10 @@ int getcolor(SDL_Surface *dest, int x, int y, SDL_Color *col) {
} }
/*
int chartomonster(char ch) { int chartomonster(char ch) {
switch (ch) { switch (ch) {
case 'c': return P_CLOUD; case 'c': return P_BLACKCLOUD;
case 'r': return P_RAT; case 'r': return P_RAT;
case 'S': return P_SNAKE; case 'S': return P_SNAKE;
case 'a': return P_BEE; case 'a': return P_BEE;
@ -1844,7 +1954,7 @@ int chartomonster(char ch) {
} }
char monstertochar(int id ) { char monstertochar(int id ) {
switch (id) { switch (id) {
case P_CLOUD: return 'c'; case P_BLACKCLOUD: return 'c';
case P_RAT: return 'r'; case P_RAT: return 'r';
case P_SNAKE: return 'S'; case P_SNAKE: return 'S';
case P_BEE: return 'a'; case P_BEE: return 'a';
@ -1861,6 +1971,7 @@ char monstertochar(int id ) {
return '\0'; return '\0';
} }
*/
tiletype_t *gettile(int uniqid) { tiletype_t *gettile(int uniqid) {
tiletype_t *t; tiletype_t *t;
@ -1898,7 +2009,6 @@ void drawtile(SDL_Surface *where, int x, int y) {
area.h = TILEH; area.h = TILEH;
/* draw blank tile first */ /* draw blank tile first */
tt = gettile(curlevel->bgtileid); tt = gettile(curlevel->bgtileid);
//SDL_BlitSurface(tt->img[0], NULL, where, &area);
SDL_BlitSurface(levelbg, &area, where, &area); SDL_BlitSurface(levelbg, &area, where, &area);
/* now draw real one */ /* now draw real one */
@ -1966,8 +2076,9 @@ int ismonster(int id) {
if (id == P_BEE) return B_TRUE; if (id == P_BEE) return B_TRUE;
if (id == P_SPIDER) return B_TRUE; if (id == P_SPIDER) return B_TRUE;
if (id == P_SNAKE) return B_TRUE; if (id == P_SNAKE) return B_TRUE;
if (id == P_CLOUD) return B_TRUE; if (id == P_BLACKCLOUD) return B_TRUE;
if (id == P_COKE) return B_TRUE; if (id == P_COKE) return B_TRUE;
if (id == P_KINGRAT) return B_TRUE;
return B_FALSE; return B_FALSE;
} }
@ -2084,6 +2195,24 @@ int getpoints(int id) {
} }
int savelevellist(void) {
FILE *f;
int i;
f = fopen("levels.dat","w");
if (!f) {
printf("error writing to levels.dat\n");
return B_FALSE;
}
for (i = 1; i < numlevels; i++) {
fprintf(f, "%d,%s,%s\n",levelentry[i].id, levelentry[i].filename, levelentry[i].desc);
}
fclose(f);
return B_FALSE;
}
int loadlevellist(void) { int loadlevellist(void) {
int lev; int lev;
FILE *f; FILE *f;
@ -2095,6 +2224,7 @@ int loadlevellist(void) {
// //
// id,filename,description, // id,filename,description,
lev = 1; lev = 1;
maxlevid = -99;
fgets(buf, BUFLEN, f); fgets(buf, BUFLEN, f);
while (!feof(f)) { while (!feof(f)) {
p = strtok(buf, ","); p = strtok(buf, ",");
@ -2103,19 +2233,27 @@ int loadlevellist(void) {
return B_TRUE; return B_TRUE;
} }
levelentry[lev].id = atoi(p); levelentry[lev].id = atoi(p);
// track max levelid
if (levelentry[lev].id > maxlevid) {
maxlevid = levelentry[lev].id;
}
p = strtok(NULL, ","); p = strtok(NULL, ",");
if (!p) { if (!p) {
printf("invalid level filename - line %d\n",lev); printf("invalid level filename - line %d\n",lev);
return B_TRUE; return B_TRUE;
} }
levelentry[lev].filename = strdup(p); strncpy(levelentry[lev].filename, p, MIDBUFLEN);
p = strtok(NULL, ","); p = strtok(NULL, ",");
if (!p) { if (!p) {
printf("invalid level description - line %d\n",lev); printf("invalid level description - line %d\n",lev);
return B_TRUE; return B_TRUE;
} }
p[strlen(p)-1] = '\0'; // strip newline p[strlen(p)-1] = '\0'; // strip newline
levelentry[lev].desc = strdup(p); //LEVELENTry[lev].desc = strdup(p);
strncpy(levelentry[lev].desc, p, MIDBUFLEN);
lev++; lev++;
fgets(buf, BUFLEN, f); fgets(buf, BUFLEN, f);
} }
@ -2129,7 +2267,7 @@ int loadlevellist(void) {
int randompowerup(void) { int randompowerup(void) {
int num; int num;
num = rand() % 17; num = rand() % 19;
switch (num) { switch (num) {
case 0: case 0:
@ -2167,6 +2305,10 @@ int randompowerup(void) {
return P_CLOCK; return P_CLOCK;
case 16: case 16:
return P_SNOWMAN; return P_SNOWMAN;
case 17:
return P_SPRAY;
case 18:
return P_CANNONPOWERUP;
} }
} }
@ -2185,3 +2327,65 @@ int ispermenant(int pid) {
} }
return B_FALSE; return B_FALSE;
} }
int isbosslevel(int lev) {
if (lev % 20 == 0) {
return B_TRUE;
}
return B_FALSE;
}
int isboss(int monid) {
switch (monid) {
case P_KINGRAT:
return B_TRUE;
default:
return B_FALSE;
}
}
int isnettable(int monid) {
if (ismonster(monid)) {
switch (monid) {
case P_BLACKCLOUD:
case P_KINGRAT:
return B_FALSE;
default:
return B_TRUE;
}
}
return B_FALSE;
}
// return starting health for a given boss type
int getbosshealth(int mid) {
switch (mid) {
case P_KINGRAT:
return 10;
}
return 0;
}
void getpixelrgb(SDL_Surface *where, int x, int y, SDL_Color *clr) {
Uint32 col;
//determine position
char* pPosition = ( char* ) where->pixels ;
//offset by y
pPosition += ( where->pitch * y ) ;
//offset by x
pPosition += ( where->format->BytesPerPixel * x ) ;
//copy pixel data
memcpy ( &col , pPosition , where->format->BytesPerPixel ) ;
//convert color
SDL_GetRGB ( col , where->format , &clr->r , &clr->g , &clr->b ) ;
//*r = color.r;
//*g = color.g;
//*b = color.b;
}

View File

@ -27,8 +27,10 @@ inline void drawpixel32(SDL_Surface *screen, int x, int y, SDL_Color c);
inline void drawbox16(SDL_Surface *screen, int x1,int y1,int x2,int y2,SDL_Color *c,SDL_Color *fc); inline void drawbox16(SDL_Surface *screen, int x1,int y1,int x2,int y2,SDL_Color *c,SDL_Color *fc);
void drawline16(SDL_Surface *screen, int x1, int y1, int x2, int y2, SDL_Color c); void drawline16(SDL_Surface *screen, int x1, int y1, int x2, int y2, SDL_Color c);
int getcolor(SDL_Surface *dest, int x, int y, SDL_Color *col); int getcolor(SDL_Surface *dest, int x, int y, SDL_Color *col);
/*
int chartomonster(char ch); int chartomonster(char ch);
char monstertochar(int id); char monstertochar(int id);
*/
tiletype_t *gettile(int uniqid); tiletype_t *gettile(int uniqid);
int getuniq(int tileid); int getuniq(int tileid);
void drawtile(SDL_Surface *s, int x, int y); void drawtile(SDL_Surface *s, int x, int y);
@ -40,6 +42,12 @@ SDL_Surface *loadspriteimage(int spriteid, int frame, char *filename);
int getpoints(int id); int getpoints(int id);
int randompowerup(void); int randompowerup(void);
int loadlevellist(void); int loadlevellist(void);
int savelevellist(void);
int ispermenant(int pid); int ispermenant(int pid);
int isbosslevel(int lev);
int isnettable(int monid);
int isboss(int monid);
int getbosshealth(int mid);
void getpixelrgb(SDL_Surface *where, int x, int y, SDL_Color *clr);
#endif #endif

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sprites/kingratjump.png Normal file

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sprites/pinkcloud.png Normal file

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sprites/spray.png Normal file

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View File

@ -1,7 +1,6 @@
tileset green tileset green
bg 0 bg 0
hurryup 30 hurryup 30
endmaps
help help
endhelp endhelp
monsters monsters

View File

@ -1,32 +1,31 @@
bgfile backgrounds/forest.png bgfile backgrounds/forest.png
bg 0 bg 0
hurryup 30 hurryup 30
endmaps
help help
Use X to jump, Z to catch the rat. Use X to jump, Z to catch the rat.
Then use Down+Z to slam and kill a monster! Then use Down+Z to slam and kill a monster!
endhelp endhelp
monsters monsters
1 3 19 0 3 19
? 7 19 14 7 19
? 12 19 14 12 19
@ 30 15 16 30 15
@ 31 15 16 31 15
P 21 15 17 21 15
@ 22 15 16 22 15
@ 20 15 16 20 15
Y 23 15 15 23 15
Y 19 15 15 19 15
Y 2 15 15 2 15
Y 1 15 15 1 15
Y 24 19 15 24 19
Y 22 19 15 22 19
Y 20 19 15 20 19
r 27 15 1 27 15
P 36 14 17 36 14
Y 34 19 15 34 19
@ 35 19 16 35 19
P 36 19 17 36 19
endmonsters endmonsters
exitdir 1 exitdir 1
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,

View File

@ -1,39 +1,38 @@
bgfile backgrounds/forest2.png bgfile backgrounds/forest2.png
bg 0 bg 0
hurryup 60 hurryup 60
endmaps
help help
endhelp endhelp
monsters monsters
1 3 28 0 3 28
! 37 15 23 37 15
C 33 7 18 33 7
C 11 13 18 11 13
r 13 5 1 13 5
r 7 17 1 7 17
s 23 1 7 23 1
@ 7 5 16 7 5
@ 25 9 16 25 9
P 25 5 17 25 5
P 7 9 17 7 9
Y 2 7 15 2 7
Y 1 7 15 1 7
Y 2 12 15 2 12
Y 1 12 15 1 12
Y 38 7 15 38 7
Y 30 7 15 30 7
Y 35 15 15 35 15
Y 38 15 15 38 15
Y 32 18 15 32 18
Y 9 21 15 9 21
Y 7 21 15 7 21
@ 18 17 16 18 17
@ 4 17 16 4 17
P 36 24 17 36 24
P 38 24 17 38 24
S 31 24 12 31 24
r 20 21 1 20 21
s 37 9 7 37 9
endmonsters endmonsters
exitdir 1 exitdir 1
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
@ -88,19 +87,8 @@ layer2
23,6,28 23,6,28
24,6,28 24,6,28
26,6,34 26,6,34
15,7,27
16,7,27
17,7,27
18,7,27
19,7,27
29,8,35 29,8,35
1,9,19 1,9,19
15,9,27
16,9,27
17,9,27
18,9,27
19,9,27
20,9,27
38,9,18 38,9,18
6,10,35 6,10,35
8,10,28 8,10,28
@ -143,13 +131,6 @@ layer2
25,14,28 25,14,28
26,14,28 26,14,28
30,14,34 30,14,34
13,15,27
15,15,27
17,15,27
18,15,27
19,15,27
22,15,27
23,15,27
35,16,35 35,16,35
38,17,18 38,17,18
4,18,35 4,18,35
@ -167,10 +148,6 @@ layer2
16,18,28 16,18,28
17,18,28 17,18,28
18,18,34 18,18,34
13,19,27
14,19,27
15,19,27
16,19,27
7,22,35 7,22,35
10,22,28 10,22,28
11,22,28 11,22,28
@ -217,9 +194,4 @@ layer2
34,25,28 34,25,28
35,25,28 35,25,28
1,26,19 1,26,19
26,26,27
27,26,27
28,26,27
29,26,27
30,26,27
38,26,18 38,26,18

View File

@ -1,55 +1,54 @@
bgfile backgrounds/forest2.png bgfile backgrounds/forest2.png
bg 0 bg 0
hurryup 136 hurryup 136
endmaps
help help
endhelp endhelp
monsters monsters
1 1 2 0 1 2
! 19 2 23 19 2
r 33 7 1 33 7
r 13 10 1 13 10
@ 6 28 16 6 28
@ 6 28 16 6 28
@ 6 28 16 6 28
@ 6 28 16 6 28
@ 2 28 16 2 28
@ 2 28 16 2 28
@ 2 28 16 2 28
@ 2 28 16 2 28
@ 2 28 16 2 28
@ 15 28 16 15 28
@ 15 28 16 15 28
@ 15 28 16 15 28
@ 15 28 16 15 28
@ 15 28 16 15 28
Y 35 5 15 35 5
Y 28 5 15 28 5
@ 20 2 16 20 2
Y 21 2 15 21 2
Y 18 2 15 18 2
Y 6 10 15 6 10
Y 10 10 15 10 10
r 11 18 1 11 18
C 9 28 18 9 28
S 30 5 12 30 5
S 30 5 12 30 5
S 30 5 12 30 5
P 30 28 17 30 28
P 31 28 17 31 28
@ 28 14 16 28 14
@ 31 14 16 31 14
Y 20 15 15 20 15
@ 19 12 16 19 12
P 11 18 17 11 18
P 7 18 17 7 18
@ 9 18 16 9 18
@ 13 18 16 13 18
Y 4 2 15 4 2
Y 6 2 15 6 2
P 8 10 17 8 10
P 12 10 17 12 10
Y 14 10 15 14 10
endmonsters endmonsters
exitdir 1 exitdir 1
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,

View File

@ -1,59 +1,58 @@
tileset green bgfile backgrounds/forest2.png
bg 0 bg 0
hurryup 56 hurryup 328
endmaps
help help
Jump onto trampolines to bounce high... Jump onto trampolines to bounce high...
endhelp endhelp
monsters monsters
1 17 28 0 17 28
! 19 19 23 19 19
a 23 18 6 23 18
a 14 10 6 14 10
a 21 7 6 21 7
r 36 12 1 36 12
r 2 16 1 2 16
r 2 8 1 2 8
r 38 4 1 38 4
r 35 20 1 35 20
C 23 1 18 23 1
C 7 1 18 7 1
P 24 28 17 24 28
P 23 28 17 23 28
P 25 28 17 25 28
P 25 19 17 25 19
@ 16 19 16 16 19
@ 18 19 16 18 19
@ 20 19 16 20 19
@ 22 19 16 22 19
Y 36 16 15 36 16
Y 37 16 15 37 16
Y 3 12 15 3 12
Y 2 12 15 2 12
Y 3 20 15 3 20
Y 2 20 15 2 20
Y 36 8 15 36 8
Y 37 8 15 37 8
@ 37 20 16 37 20
@ 36 20 16 36 20
@ 2 16 16 2 16
@ 3 16 16 3 16
@ 37 12 16 37 12
@ 36 12 16 36 12
@ 3 8 16 3 8
@ 2 4 16 2 4
@ 2 8 16 2 8
@ 3 4 16 3 4
@ 36 4 16 36 4
@ 37 4 16 37 4
@ 17 1 16 17 1
@ 23 1 16 23 1
P 20 1 17 20 1
P 19 1 17 19 1
P 21 1 17 21 1
? 15 28 14 15 28
endmonsters endmonsters
exitdir 2 exitdir 1
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,20,20,20,20,20,20,20,20,20,20,20,25,25,25,25,25,25,25,25,25,25,25,20,20,20,20,20,20,20,20,20,20,0,0,0,4, 4,0,0,0,20,20,20,20,20,20,20,20,20,20,20,25,25,25,25,25,25,25,25,25,25,25,20,20,20,20,20,20,20,20,20,20,0,0,0,4,

View File

@ -1,38 +1,37 @@
tileset green bgfile backgrounds/forest2.png
bg 0 bg 0
hurryup 60 hurryup 60
endmaps
help help
endhelp endhelp
monsters monsters
1 19 18 0 19 18
! 19 21 23 19 21
a 13 9 6 13 9
a 23 9 6 23 9
a 27 17 6 27 17
a 8 18 6 8 18
a 13 24 6 13 24
a 23 23 6 23 23
a 32 24 6 32 24
a 3 23 6 3 23
C 22 11 18 22 11
C 12 11 18 12 11
P 26 7 17 26 7
P 10 7 17 10 7
@ 31 14 16 31 14
@ 6 14 16 6 14
Y 2 21 15 2 21
Y 34 21 15 34 21
Y 7 21 15 7 21
Y 29 21 15 29 21
@ 25 21 16 25 21
@ 20 21 16 20 21
@ 11 21 16 11 21
@ 16 21 16 16 21
Y 25 14 15 25 14
Y 12 14 15 12 14
P 21 14 17 21 14
P 16 14 17 16 14
endmonsters endmonsters
exitdir 1 exitdir 1
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,

View File

@ -1,58 +1,57 @@
bgfile bgfile
bg 0 bg 0
hurryup 232 hurryup 232
endmaps
help help
endhelp endhelp
monsters monsters
1 2 24 0 2 24
! 28 6 23 28 6
a 11 12 6 11 12
a 28 24 6 28 24
a 29 18 6 29 18
a 6 11 6 6 11
C 9 5 18 9 5
C 31 23 18 31 23
S 24 28 12 24 28
a 21 2 6 21 2
a 37 10 6 37 10
P 8 5 17 8 5
P 9 5 17 9 5
P 10 5 17 10 5
P 11 5 17 11 5
P 27 15 17 27 15
P 28 15 17 28 15
P 30 15 17 30 15
P 29 15 17 29 15
@ 35 27 16 35 27
@ 37 25 16 37 25
Y 36 26 15 36 26
Y 34 28 15 34 28
Y 4 26 15 4 26
@ 3 25 16 3 25
Y 9 25 15 9 25
@ 10 25 16 10 25
Y 7 14 15 7 14
Y 12 14 15 12 14
P 14 12 17 14 12
P 5 12 17 5 12
@ 13 13 16 13 13
@ 6 13 16 6 13
@ 28 11 16 28 11
@ 28 7 16 28 7
@ 5 7 16 5 7
@ 3 9 16 3 9
Y 6 6 15 6 6
Y 4 8 15 4 8
Y 13 6 15 13 6
Y 15 8 15 15 8
@ 16 8 16 16 8
@ 14 7 16 14 7
@ 30 11 16 30 11
@ 30 7 16 30 7
Y 29 11 15 29 11
Y 29 7 15 29 7
S 32 7 12 32 7
endmonsters endmonsters
exitdir 1 exitdir 1
24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24, 24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,

View File

@ -1,43 +1,42 @@
bgfile bgfile
bg 0 bg 0
hurryup 232 hurryup 232
endmaps
help help
endhelp endhelp
monsters monsters
1 20 28 0 20 28
! 16 4 23 16 4
a 22 22 6 22 22
a 17 19 6 17 19
a 21 17 6 21 17
a 19 20 6 19 20
a 24 20 6 24 20
C 4 13 18 4 13
C 37 13 18 37 13
a 17 23 6 17 23
Y 26 13 15 26 13
Y 14 13 15 14 13
Y 12 13 15 12 13
Y 28 13 15 28 13
Y 31 13 15 31 13
Y 9 13 15 9 13
@ 36 13 16 36 13
@ 3 13 16 3 13
@ 7 13 16 7 13
@ 33 13 16 33 13
P 30 20 17 30 20
P 10 20 17 10 20
P 24 4 17 24 4
P 17 4 17 17 4
P 16 4 17 16 4
P 23 4 17 23 4
@ 25 5 16 25 5
@ 15 5 16 15 5
@ 18 8 16 18 8
@ 22 8 16 22 8
P 20 23 17 20 23
P 23 23 17 23 23
P 17 23 17 17 23
endmonsters endmonsters
exitdir 1 exitdir 1
24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24, 24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,

View File

@ -1,7 +1,6 @@
bgfile xx bgfile xx
bg 0 bg 0
hurryup 80 hurryup 80
endmaps
help help
Slam a monster onto another for a powerup. Slam a monster onto another for a powerup.
Grab this monster, but don't kill it yet... Grab this monster, but don't kill it yet...
@ -9,20 +8,19 @@ Stand on this ledge then slam!
Collect all flowers for a bonus! Collect all flowers for a bonus!
endhelp endhelp
monsters monsters
1 4 10 0 4 10
? 6 10 14 6 10
? 12 10 14 12 10
? 25 10 14 25 10
r 34 9 1 34 9
r 17 10 1 17 10
Y 15 8 15 15 8
Y 19 8 15 19 8
Y 32 8 15 32 8
Y 36 8 15 28 9
Y 28 9 1 9 4
r 9 4 14 27 4
? 27 4 15 20 4
Y 20 4
endmonsters endmonsters
exitdir 1 exitdir 1
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,4,
@ -30,13 +28,13 @@ exitdir 1
4,4,4,4,4,4,4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,0,0,0,0,0,0,0,0,0,0,0,4, 4,4,4,4,4,4,4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,0,0,0,0,0,0,0,0,0,0,0,4,
4,4,4,4,4,4,4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,0,0,0,0,0,0,0,0,0,0,0,4, 4,4,4,4,4,4,4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,0,0,0,0,0,0,0,0,0,0,0,4,
4,4,4,4,4,4,4,27,27,27,27,27,27,35,34,27,27,27,27,27,27,27,27,27,27,27,27,27,0,0,0,0,0,0,0,0,0,0,0,4, 4,4,4,4,4,4,4,27,27,27,27,27,27,35,34,27,27,27,27,27,27,27,27,27,27,27,27,27,0,0,0,0,0,0,0,0,0,0,0,4,
4,4,4,4,4,4,39,1,1,1,1,1,1,38,39,1,1,1,1,1,1,1,1,1,1,1,1,1,3,0,0,0,0,0,0,0,0,0,0,4, 4,4,4,4,4,4,39,1,1,1,1,1,1,38,39,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,4,
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,37,3,0,0,0,0,0,0,0,0,0,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,1,1,1,1,1,1,1,1,34,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,0,0,0,41,0,0,0,0,0,0,0,0,0,0,0,0,41,0,0,0,41,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,0,0,0,41,0,0,0,0,0,0,0,0,0,0,0,0,41,0,0,0,1,1,1,38,
4,0,0,0,0,0,0,0,0,5,0,0,0,0,0,4,0,0,0,4,0,0,0,0,0,0,0,5,41,6,0,0,39,1,1,1,38,0,0,4, 4,0,0,0,0,0,0,0,0,5,0,0,0,0,0,4,0,0,0,4,0,0,0,0,0,0,0,5,41,6,0,0,39,1,1,1,4,4,4,4,
39,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,38,4,39,1,1,38,4,4,4,39,1,1,38, 39,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,38,4,39,1,1,38,4,4,4,4,4,4,4,
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,

View File

@ -1,46 +1,43 @@
tileset green bgfile backgrounds/forest.png
bg 0 bg 0
hurryup 30 hurryup 30
endmaps help
Slam monsters into King Rat to damage it!
endhelp
monsters monsters
a 19 5 0 6 8
a 7 6 14 11 8
r 27 7 45 16 20
s 10 9
s 23 9
r 19 13
s 4 15
s 20 15
s 28 15
1 2 28
endmonsters endmonsters
*00000000000000000000000000000000000000* exitdir 1
*00000000000000000000000000000000000000* 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
*00000000000000000000000000000000000000* 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
*00000000000000000000000000000000000000* 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
*00000000000000000000000000000000000000* 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
*00000000000000000000000000000000000000* 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
*00000000000000000000000000000000000000* 4,23,23,23,23,23,23,23,23,23,0,0,0,23,23,23,23,23,23,23,23,23,23,23,23,23,23,0,0,0,0,23,23,23,23,23,23,23,23,4,
*00000000000000000000000000000000000000* 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
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*0=00000*000000*0000000*0000000*0000000* 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
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*0=000000000000000000000000000000000000* 4,0,0,0,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,0,0,0,23,23,23,23,23,23,23,23,23,23,23,23,23,23,0,0,0,4,
*0=000000000000000000000000000000000000* 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
*0=000000000000000000000000000000000000* 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
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*0=000000000000000000000000000000^^^000* 4,23,23,23,23,23,23,23,23,23,0,0,0,23,23,23,23,23,23,23,23,23,23,23,23,23,23,0,0,0,23,23,23,23,23,23,23,23,23,4,
*~~~~~~~~~0000~~~~~~~~~~000~~00~~~~~~-~* 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
*000000000000000000000000000000000000=0* 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
*000000000000000000000000000000000000=0* 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
*000000000000000000000000000000000000=0* 4,0,0,0,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,0,0,0,23,23,23,23,23,23,23,23,23,23,23,23,23,23,0,0,0,4,
*000000000000000000000000000000000000=0* 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
*0000000^^^^^^^^000000000000000000000=0* 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,4,
layer2

View File

@ -1,50 +1,49 @@
bgfile bgfile
bg 0 bg 0
hurryup 90 hurryup 90
endmaps
help help
endhelp endhelp
monsters monsters
1 32 7 0 32 7
r 33 23 1 33 23
r 4 23 1 4 23
P 34 23 17 34 23
P 33 23 17 33 23
P 6 23 17 6 23
P 5 23 17 5 23
Y 35 23 15 35 23
Y 32 23 15 32 23
Y 7 23 15 7 23
Y 4 23 15 4 23
@ 24 18 16 24 18
@ 16 18 16 16 18
@ 15 18 16 15 18
@ 23 18 16 23 18
P 27 16 17 27 16
P 12 16 17 12 16
Y 26 17 15 26 17
Y 25 17 15 25 17
Y 14 17 15 14 17
Y 13 17 15 13 17
a 23 17 6 23 17
a 25 14 6 25 14
a 12 15 6 12 15
a 17 13 6 17 13
r 35 28 1 35 28
r 7 28 1 7 28
r 10 7 1 10 7
P 20 6 17 20 6
P 19 6 17 19 6
@ 22 6 16 22 6
@ 17 6 16 17 6
Y 27 7 15 27 7
Y 12 7 15 12 7
Y 28 7 15 28 7
Y 11 7 15 11 7
s 29 22 7 29 22
s 12 22 7 12 22
S 10 20 12 10 20
S 30 20 12 30 20
endmonsters endmonsters
exitdir 1 exitdir 1
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,

View File

@ -1,39 +1,38 @@
bgfile backgrounds/forest2.png bgfile backgrounds/forest2.png
bg 0 bg 0
hurryup 40 hurryup 40
endmaps
help help
You can walk through spikes safely. You can walk through spikes safely.
But don't fall on them! But don't fall on them!
endhelp endhelp
monsters monsters
1 4 27 0 4 27
! 20 15 23 20 15
r 19 15 1 19 15
r 5 7 1 5 7
r 35 7 1 35 7
r 35 23 1 35 23
r 4 23 16 26 11
@ 26 11 16 27 11
@ 27 11 16 28 11
@ 28 11 16 28 19
@ 28 19 16 27 19
@ 27 19 16 26 19
@ 26 19 16 12 11
@ 12 11 16 13 11
@ 13 11 16 14 11
@ 14 11 16 14 19
@ 14 19 16 13 19
@ 13 19 16 12 19
@ 12 19 16 2 7
@ 2 7 16 37 7
@ 37 7 16 37 23
@ 37 23 16 2 23
@ 2 23 14 10 19
? 10 19 14 16 19
? 16 19 1 8 23
endmonsters endmonsters
exitdir -2 exitdir 1
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,

View File

@ -1,38 +1,37 @@
bgfile backgrounds/forest2.png bgfile backgrounds/forest2.png
bg 0 bg 0
hurryup 120 hurryup 120
endmaps
help help
Drop through bridges with Down+X Drop through bridges with Down+X
endhelp endhelp
monsters monsters
1 24 8 0 24 8
! 20 8 23 20 8
r 10 4 1 10 4
r 11 12 1 11 12
r 33 12 1 33 12
r 25 16 1 25 16
r 12 20 1 12 20
r 25 24 1 25 24
Y 23 12 15 23 12
Y 25 12 15 25 12
@ 25 20 16 25 20
@ 23 20 16 23 20
Y 32 20 15 32 20
P 34 20 17 34 20
@ 7 16 16 7 16
P 5 16 17 5 16
@ 16 16 16 16 16
Y 14 16 15 14 16
Y 15 24 15 15 24
@ 16 24 16 16 24
@ 14 24 16 14 24
@ 5 24 16 5 24
@ 7 24 16 7 24
Y 6 24 15 6 24
P 8 4 17 8 4
@ 26 8 16 26 8
? 21 8 14 21 8
endmonsters endmonsters
exitdir 1 exitdir 1
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
@ -52,7 +51,7 @@ exitdir 1
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,35,1,1,1,34,0,0,0,0,35,1,1,1,34,0,0,0,0,35,20,20,20,20,20,20,20,20,20,20,20,20,34,0,0,0,4, 4,0,0,0,35,1,1,1,34,0,0,0,0,35,1,1,1,34,0,0,0,0,35,20,20,21,21,21,21,21,21,21,21,20,20,34,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,

View File

@ -1,34 +1,33 @@
bgfile backgrounds/forest2.png bgfile backgrounds/forest2.png
bg 0 bg 0
hurryup 30 hurryup 30
endmaps
help help
endhelp endhelp
monsters monsters
1 1 17 0 1 17
! 20 15 23 20 15
Y 36 9 15 36 9
s 29 1 7 29 1
r 17 16 1 17 16
r 21 20 1 21 20
Y 15 16 15 15 16
Y 24 16 15 24 16
@ 23 20 16 23 20
@ 16 20 16 16 20
P 25 12 17 25 12
P 14 12 17 14 12
@ 23 6 16 23 6
@ 16 6 16 16 6
r 21 12 1 21 12
C 33 9 18 33 9
C 26 9 18 26 9
C 4 9 18 4 9
s 13 1 7 13 1
P 27 9 17 27 9
@ 32 9 16 32 9
@ 7 9 16 7 9
Y 3 9 15 3 9
P 12 9 17 12 9
endmonsters endmonsters
exitdir 1 exitdir 1
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
@ -59,10 +58,18 @@ exitdir 1
4,4,4,4,4,4,4,4,4,4,4,39,1,40,40,34,0,0,0,0,0,0,0,0,35,1,1,1,38,4,4,4,4,4,4,4,4,4,4,4, 4,4,4,4,4,4,4,4,4,4,4,39,1,40,40,34,0,0,0,0,0,0,0,0,35,1,1,1,38,4,4,4,4,4,4,4,4,4,4,4,
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,11,11,11,11,11,11,11,11,0,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,1,1,1,1,1,1,1,1,1,1,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,1,1,1,1,1,1,1,1,1,1,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
layer2 layer2
1,10,8 1,10,8
38,10,8 38,10,8
15,28,11 15,28,11
16,28,11
17,28,11
18,28,11
19,28,11
20,28,11
21,28,11
22,28,11
23,28,11
24,28,11 24,28,11

View File

@ -1,46 +1,45 @@
bgfile bgfile
bg 0 bg 0
hurryup 30 hurryup 30
endmaps
help help
endhelp endhelp
monsters monsters
1 4 27 0 4 27
! 18 16 23 18 16
r 10 4 1 10 4
r 23 8 1 23 8
r 23 16 1 23 16
r 12 20 1 12 20
r 28 20 1 28 20
r 25 24 1 25 24
r 30 28 1 30 28
P 20 12 17 20 12
@ 19 12 16 19 12
@ 21 12 16 21 12
Y 19 4 15 19 4
Y 8 4 15 8 4
@ 5 24 16 5 24
@ 7 24 16 7 24
Y 34 24 15 34 24
Y 32 24 15 32 24
P 26 28 17 26 28
P 26 28 17 26 28
P 26 28 17 26 28
P 26 28 17 26 28
P 27 28 17 27 28
P 27 28 17 27 28
P 27 28 17 27 28
P 27 28 17 27 28
P 27 28 17 27 28
P 27 28 17 27 28
Y 15 8 15 15 8
Y 26 8 15 26 8
@ 14 8 16 14 8
@ 27 8 16 27 8
@ 33 16 16 33 16
Y 7 16 15 7 16
endmonsters endmonsters
exitdir -2 exitdir 1
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,

View File

@ -1,50 +1,49 @@
bgfile bgfile
bg 0 bg 0
hurryup 248 hurryup 248
endmaps
help help
Rolling logs will push you along. Rolling logs will push you along.
endhelp endhelp
monsters monsters
1 5 25 0 5 25
! 19 1 23 19 1
P 21 1 17 21 1
Y 8 21 15 8 21
Y 31 21 15 31 21
Y 29 21 15 29 21
Y 27 21 15 27 21
Y 10 21 15 10 21
Y 12 21 15 12 21
P 18 1 17 18 1
P 16 5 17 16 5
P 23 5 17 23 5
? 6 21 14 6 21
r 11 21 1 11 21
r 19 5 1 19 5
Y 13 17 15 13 17
Y 14 17 15 14 17
Y 15 17 15 15 17
Y 26 17 15 26 17
Y 25 17 15 25 17
Y 24 17 15 24 17
@ 19 17 16 19 17
@ 20 17 16 20 17
@ 13 13 16 13 13
@ 15 13 16 15 13
@ 24 13 16 24 13
@ 27 13 16 27 13
@ 19 9 16 19 9
@ 20 9 16 20 9
Y 23 9 15 23 9
Y 24 9 15 24 9
Y 15 9 15 15 9
Y 16 9 15 16 9
C 20 1 18 20 1
r 22 9 1 22 9
r 26 13 1 26 13
r 16 17 1 16 17
endmonsters endmonsters
exitdir -2 exitdir 1
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,35,1,1,34,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,35,1,1,34,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,

View File

@ -1,52 +1,51 @@
bgfile backgrounds/forest2.png bgfile backgrounds/forest2.png
bg 0 bg 0
hurryup 30 hurryup 30
endmaps
help help
endhelp endhelp
monsters monsters
1 4 28 0 4 28
! 33 28 23 33 28
S 9 3 12 9 3
S 34 3 12 34 3
r 3 8 1 3 8
r 37 8 1 37 8
r 9 13 1 9 13
S 30 13 12 30 13
S 3 18 12 3 18
r 11 23 1 11 23
S 35 23 12 35 23
Y 28 23 15 28 23
Y 11 23 15 11 23
Y 30 23 15 30 23
Y 9 23 15 9 23
Y 7 23 15 7 23
Y 5 23 15 5 23
Y 3 23 15 3 23
Y 32 23 15 32 23
Y 34 23 15 34 23
Y 36 23 15 36 23
@ 30 18 16 30 18
@ 32 18 16 32 18
@ 36 18 16 36 18
@ 34 18 16 34 18
r 37 18 1 37 18
@ 3 18 16 3 18
@ 5 18 16 5 18
@ 7 18 16 7 18
@ 9 18 16 9 18
P 32 13 17 32 13
P 34 13 17 34 13
P 36 13 17 36 13
P 7 13 17 7 13
P 5 13 17 5 13
P 3 13 17 3 13
@ 34 8 16 34 8
@ 36 8 16 36 8
@ 3 8 16 3 8
@ 5 8 16 5 8
P 36 3 17 36 3
P 3 3 17 3 3
endmonsters endmonsters
exitdir 1 exitdir 1
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,

View File

@ -1,31 +1,30 @@
bgfile backgrounds/forest2.png bgfile backgrounds/forest2.png
bg 0 bg 0
hurryup 30 hurryup 30
endmaps
help help
endhelp endhelp
monsters monsters
1 2 28 0 2 28
! 27 10 23 27 10
a 21 4 6 21 4
r 7 8 1 7 8
r 32 13 1 32 13
r 17 18 1 17 18
r 28 22 1 28 22
P 17 10 17 17 10
P 18 10 17 18 10
@ 19 10 16 19 10
@ 16 10 16 16 10
Y 20 10 15 20 10
Y 15 10 15 15 10
Y 10 18 15 10 18
Y 23 22 15 23 22
Y 30 22 15 30 22
Y 30 13 15 30 13
Y 38 13 15 38 13
Y 9 8 15 9 8
Y 2 8 15 2 8
a 4 8 6 4 8
endmonsters endmonsters
exitdir 1 exitdir 1
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,

View File

@ -1,18 +1,17 @@
bgfile bgfile
bg 0 bg 0
hurryup 30 hurryup 30
endmaps
help help
endhelp endhelp
monsters monsters
1 1 23 6 36 7
! 21 23 6 2 9
a 36 7 6 21 15
a 2 9 7 28 1
a 21 15 23 37 20
a 12 23 0 1 20
a 29 23 6 30 19
s 28 1 6 8 20
endmonsters endmonsters
exitdir 1 exitdir 1
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
@ -36,12 +35,12 @@ exitdir 1
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,23,23,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,0,0,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,23,23,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,1,1,0,0,0,9,9,9,9,9,9,0,0,10,10,10,10,10,10,10,10,10,10,10,10,10,10,0,0,10,9,9,9,9,0,0,1,1,4,
4,0,18,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,19,0,4, 4,0,18,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,19,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,20,20,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,20,20,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,4, 4,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,4,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,

View File

@ -1,52 +1,51 @@
bgfile backgrounds/forest2.png bgfile backgrounds/forest2.png
bg 0 bg 0
hurryup 60 hurryup 60
endmaps
help help
endhelp endhelp
monsters monsters
1 20 12 0 20 12
! 20 12 23 20 12
@ 11 5 16 11 5
@ 12 9 16 12 9
@ 27 9 16 27 9
@ 28 5 16 28 5
@ 31 28 16 31 28
@ 32 15 16 32 15
@ 34 15 16 34 15
@ 5 15 16 5 15
@ 5 28 16 5 28
@ 7 15 16 7 15
P 10 19 17 10 19
P 11 15 17 11 15
P 19 5 17 19 5
P 20 5 17 20 5
P 21 5 17 21 5
P 28 15 17 28 15
P 29 19 17 29 19
P 30 15 17 30 15
P 9 15 17 9 15
S 7 5 12 7 5
Y 11 9 15 11 9
Y 13 9 15 13 9
Y 26 9 15 26 9
Y 28 9 15 28 9
Y 3 15 15 3 15
Y 30 28 15 30 28
Y 32 28 15 32 28
Y 36 15 15 36 15
Y 4 28 15 4 28
Y 6 28 15 6 28
a 31 3 6 31 3
a 7 19 6 7 19
r 27 5 1 27 5
r 16 5 1 16 5
r 10 12 1 10 12
r 29 12 1 29 12
r 6 15 1 6 15
r 31 15 1 31 15
endmonsters endmonsters
exitdir 2 exitdir 1
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
@ -60,7 +59,7 @@ exitdir 2
4,0,0,0,7,0,0,0,0,22,20,20,20,20,20,22,0,0,0,0,0,0,0,0,22,20,20,20,20,20,22,0,0,0,0,7,0,0,0,4, 4,0,0,0,7,0,0,0,0,22,20,20,20,20,20,22,0,0,0,0,0,0,0,0,22,20,20,20,20,20,22,0,0,0,0,7,0,0,0,4,
4,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,4, 4,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,35,1,1,1,34,0,0,0,0,20,20,20,0,0,0,35,1,1,1,34,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,35,1,40,40,34,0,0,0,0,20,20,20,0,0,0,35,1,40,40,34,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,14,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,14,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,9,9,9,9,9,9,9,9,9,0,0,0,0,0,0,25,25,25,25,25,0,0,0,0,0,10,10,10,10,10,10,10,10,10,0,0,4, 4,0,0,9,9,9,9,9,9,9,9,9,0,0,0,0,0,0,25,25,25,25,25,0,0,0,0,0,10,10,10,10,10,10,10,10,10,0,0,4,
@ -76,14 +75,10 @@ exitdir 2
4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4, 4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4,
4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,12,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4, 4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,12,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4,
4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,13,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4, 4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,13,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4,
4,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,4, 0,1,1,1,1,1,1,1,1,1,1,40,40,40,40,1,1,1,40,40,40,40,1,40,40,40,1,1,1,1,40,40,40,40,40,1,40,40,1,4,
layer2 layer2
4,6,8 4,6,8
35,6,8 35,6,8
12,13,40
13,13,40
27,13,40
28,13,40
10,20,41 10,20,41
29,20,41 29,20,41
10,21,42 10,21,42
@ -93,25 +88,4 @@ layer2
15,23,42 15,23,42
24,23,43 24,23,43
0,29,39 0,29,39
3,29,40
4,29,40
5,29,40
6,29,40
7,29,40
11,29,40
12,29,40
13,29,40
18,29,40
19,29,40
20,29,40
23,29,40
24,29,40
25,29,40
30,29,40
31,29,40
32,29,40
33,29,40
34,29,40
36,29,40
37,29,40
39,29,38 39,29,38

View File

@ -1,7 +1,6 @@
tileset green tileset green
bg 0 bg 0
hurryup 60 hurryup 60
endmaps
help help
endhelp endhelp
monsters monsters

View File

@ -1,7 +1,6 @@
tileset green tileset green
bg 0 bg 0
hurryup 90 hurryup 90
endmaps
help help
endhelp endhelp
monsters monsters

View File

@ -1,59 +1,58 @@
bgfile backgrounds/forest2.png bgfile backgrounds/forest2.png
bg 0 bg 0
hurryup 616 hurryup 616
endmaps
help help
endhelp endhelp
monsters monsters
1 5 26 0 5 26
! 27 6 23 27 6
C 28 26 18 28 26
C 35 3 18 35 3
C 16 14 18 16 14
r 36 9 1 36 9
S 17 22 12 17 22
Y 11 18 15 11 18
Y 12 18 15 12 18
Y 15 18 15 15 18
Y 13 18 15 13 18
Y 14 18 15 14 18
Y 28 18 15 28 18
Y 26 18 15 26 18
Y 25 18 15 25 18
Y 27 18 15 27 18
Y 24 18 15 24 18
@ 16 18 16 16 18
@ 17 18 16 17 18
@ 19 18 16 19 18
@ 23 18 16 23 18
@ 22 18 16 22 18
@ 20 18 16 20 18
Y 21 18 15 21 18
Y 18 18 15 18 18
P 3 3 17 3 3
P 1 3 17 1 3
@ 25 6 16 25 6
@ 22 6 16 22 6
@ 21 13 16 21 13
@ 20 13 16 20 13
@ 33 9 16 33 9
@ 32 3 16 32 3
Y 20 6 15 20 6
Y 15 9 15 15 9
Y 11 9 15 11 9
Y 23 26 15 23 26
Y 15 26 15 15 26
Y 24 22 15 24 22
@ 21 22 16 21 22
@ 11 22 16 11 22
@ 20 26 16 20 26
@ 38 9 16 38 9
a 28 14 6 28 14
a 10 2 6 10 2
Y 3 12 15 3 12
r 2 3 1 2 3
endmonsters endmonsters
exitdir 2 exitdir 1
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
@ -132,7 +131,7 @@ layer2
28,23,28 28,23,28
29,23,28 29,23,28
34,23,37 34,23,37
37,23,7 37,23,8
30,24,42 30,24,42
36,24,43 36,24,43
37,24,7 37,24,7

View File

@ -1,16 +1,15 @@
bgfile backgrounds/snow1.png bgfile backgrounds/snow1.png
bg 0 bg 0
hurryup 30 hurryup 30
endmaps
help help
endhelp endhelp
monsters monsters
1 26 13 0 26 13
P 1 13 23 31 13
P 7 13 17 1 13
r 17 13 17 7 13
r 37 12 1 17 13
! 31 13 1 37 12
endmonsters endmonsters
exitdir 1 exitdir 1
1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,4,4,4, 1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,4,4,4,
@ -27,17 +26,17 @@ exitdir 1
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,4,
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,4, 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,4,
4,1,1,1,1,1,1,1,16,16,16,16,16,16,16,1,1,1,1,1,1,16,16,16,16,1,1,1,1,1,1,1,1,1,1,1,0,0,0,4, 4,1,1,1,1,1,1,1,16,16,16,16,16,16,16,1,1,1,1,1,1,16,16,16,16,23,23,23,23,23,23,23,23,23,23,23,0,0,0,4,
4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,1,15,15,15,15,4,4,4,4,4,4,4,4,4,4,4,0,0,0,4, 4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,1,15,15,15,15,4,4,0,0,0,0,0,4,4,4,4,0,0,0,4,
4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,4,4,4,4,4,4,4,4,4,1,1,1,4, 4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,0,0,0,0,0,4,4,4,4,1,1,1,4,
4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,4,4,4,4,4,4,4,4,4,0,0,0,4, 4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,0,0,0,0,0,4,4,4,4,0,0,0,4,
4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,4,4,4,4,4,4,4,4,4,0,0,0,4, 4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,0,0,0,0,0,4,4,4,4,0,0,0,4,
4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,4,4,4,4,4,4,4,4,4,1,1,1,4, 4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,0,0,0,0,0,4,4,4,4,1,1,1,4,
4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,4,4,4,4,4,4,4,4,4,0,0,0,4, 4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,0,0,0,0,0,4,4,4,4,0,0,0,4,
4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,4,4,4,4,4,4,4,4,4,0,0,0,4, 4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,0,0,0,0,0,4,4,4,4,0,0,0,4,
4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,4,4,4,4,4,4,4,4,4,1,1,1,4, 4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,0,0,0,0,0,4,4,4,4,1,1,1,4,
4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,4,4,4,4,4,4,4,4,4,0,0,0,4, 4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,0,0,0,0,0,4,4,4,4,0,0,0,4,
4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,4,4,4,4,4,4,4,4,4,0,0,0,4, 4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,11,11,11,11,11,4,4,4,4,0,0,0,4,
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,1,1,1,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,1,1,1,4,
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4, 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,

View File

@ -1,7 +1,6 @@
tileset green tileset green
bg 0 bg 0
hurryup 30 hurryup 30
endmaps
~~00000000000000000000000000000000000000 ~~00000000000000000000000000000000000000
~~00000000000000000000000000000000000000 ~~00000000000000000000000000000000000000
~~00000000000000000000000000000000000000 ~~00000000000000000000000000000000000000