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  • Joined: May 17, 2014
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Awesome, i'll have to load my pc and try it! If someone can figure out the beginning header part a bit more, and figure out the scripting then we can make everything in the level!
I was looking at the entity data for taiya and it uses the string at the end  of an entity to name the entity to reference in the script, and it uses lots of weird flags on the entities. I have yet to figure out how that all works together though, it seems pretty complicated.
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  • Joined: May 17, 2014
  • Posts: 2
After the tile in data in 09PBstart.pxpack the first 16 bytes relate somehow to going to the next level. the first byte describes the size (I'm pretty sure) 
Comes entity data
EDIT: The the first  byte is the amount of entites. I don't know about the second byte yet. 
(FLAG BYTE) (ENTITY TYPE BYTE) (2 BYTE SHORT INT X POS) (2 BYTE SHORT IN Y POS) (then four blank bytes 3 flag bytes and one byte that can a lenght of a string)
MORE EDIT: Also I'm not super sure about the 2 byte short int. it might just be a char. When I change the first byte of x it stays in the same place, but with y it disappears.
 
after that comes (in hex)
00 0D 00 00 00 00 01 96 00 22 00 0C 00 00 00 00
01 96 00 2C 00 07 00 00 00 00 11 96 00 5D 00 0B
00 00 00 00 01 01 00 07 00 06 00 00 00
and then afterwards the lenghth of a string and a string that says PosStart
whenever you see 96 its talking about the bat.
 
 
Some entities used in the start level  (in hex)
96 bat
48 barrier // Its there in the file, but I don't see it in the map
12 that snail thing
74 green plant
 
1D when you go past this point it makes you go to the next level
 
the first 1A with 00 after it  is where you return if you go back from the next level
 
01 with the string PosStart is where you start when you enter the level the first time
 
the second 1A with 01 after is where you go to when you die in the level
 
the last entity is a barrier (48) at 0E 01 which I never see in the level, but it's there I guess...
 
All entites with Hex code included
Just taken from the unitype.txt file and numbered
 
the 01 96 00 22 00 0C describes the first bat
01 might be the flags asociated with the entity. 01 means facing left, 11 means right
after that comes the position, x than y. so the first bat is facing left and is at 22, 0C.
That's all I got for the entities so far. Hope it helps.
 
 
@TehSquidz0rz