Emerald Mines levelformat V1

LevelStrucure: 	

	Leveldata
	Yamdata
	Levelinformation

	A levelmap contains a sequention of (usually 80) levels

Leveldata:

	64x32 bytes leveldata from upper left corner to bottom right

	0	Rock
	2	emerald
	4	Robot
	8	Ship nose up
	9	Ship nose right
	10	Ship nose down
	11	Ship nose left
	16	Bomb
	18	Diamond
	20	bug nose up
	21	bug nose right
	22	bug nose down
	23	bug nose left
	25	bug nose random (I think)
	28	Amoeba drop
	37	Nut
	41	Yam
	45	Quicksand with rock
	59	Dynamite Active
	63	AcidBox Bottom
	64	Exit Closed
	78	Invisible Wall
	116	Solid Wall
	123	Acid
	128	Space
	129	Slanted Wall
	130	Dirt
	131	Wall
	132	Stone Wall
	133	Key Red
	134	Key Yellow
	135	Key Blue
	136	Key Green
	137	Door Red Closed
	138	Door Yellow Closed
	139	Door Blue Closed
	140	Door Green Closed
	142	Door Gray Red Closed
	143	Door Gray Yellow Closed
	144	Door Gray Blue Closed
	145	Door Gray Green Closed
	146	Magic Wall
	147	Weel
	148	Quicksand
	149	AcidBox TopLeft
	150	AcidBox TopRight
	151	AcidBox BottomLeft
	152	AcidBox BottomRight
	153	Fixed Acid
	154	Amoeba 1
	155	Amoeba 2
	156	Amoeba 3
	157	Amoeba 4
	158	Exit Open
	175	Dynamite Active
	200 and up: Alphabet
	237	Exclamation point
	239	Question Mark
	240	Arrow Right
	241	CopyRight sign


	Last 2 bytes of the level are always 116: endpoint.
 	If this number is set earlier then all objects below will not be processed.
	numbers that are not used are for internal use only (for example Transformations between objects)
	and will never occur in leveldata.


Yamdata:

	4 times 9 bytes of Yamcontent:

	(For some weird reason they have different objectcodes)

	objectcodes:

	0  	Space
	1  	Diamond
	2  	Emerald
	3  	Stone
	4  	Robot
	5  	Ship
	6  	Bomb
	7  	Bug
	8  	Amoeba Drop
	9  	Nut
	10 	Yam
	11 	Quicksand with stone
	12 	Dirt
	13 	Stone Wall
	14 	Solid Wall
	15 	Slanted Wall
	16 	Key Red
	17 	Key Yellow
	18 	Key Blue
	19 	Key Green
	20 	Magic Wall
	21 	Wheel
	22 	Dynamite
	23 	Exit Open
	23 	Space


Level information:

	1 byte value of emerald
	1 byte value of diamond
	1 byte Value of destroying Robot
	1 byte Value of destroying Ship
	1 byte Value of destroying Bug
	1 byte Value of destroying Yam Yam
	1 byte Value of cracking Nut
	1 byte Value of Dynamite
	1 byte Value of Key
	1 byte Time Bonus
	1 byte available time
	1 byte diamonds to collect
	1 word offset player 1 (non byte-swapped)
	1 word offset player 2 (non byte-swapped)
	1 word Amoeba growth rate (FFFF is fastest)
	1 word Active Magic Wall time (0 is forever, FFFF is longest) (non byte-swapped) 
	1 word Weel Time (0 is forever, FFFF is longest) (non byte-swapped) 


So: every level is (32*64)+(4*9)+22 = 2106 bytes