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