Author Topic: Upside down spikes  (Read 4053 times)

Sendy

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Upside down spikes
« on: February 11, 2005, 01:22:27 AM »
This is freaky, the upside down spikes and wall spikes are only used on a few levels but I can't see them in any of the tilesets of the 7 you get to choose from.

Jonathan_NL

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Upside down spikes
« Reply #1 on: February 11, 2005, 11:35:20 AM »
Quote (Sendy @ Feb. 11 2005,8:22)
only used on a few levels

Which levels? I haven't played Gish in a while and the computer I'm currently using is capable of running Gish, but it's sloooooow.
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Sendy

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Upside down spikes
« Reply #2 on: February 11, 2005, 12:57:38 PM »
Um... *rummages*

Sewer3.lvl and Hell5.lvl... Maybe a few more that I don't remember. I really hope in the future there's a way to save tilesets with levelsets so I can make my own tiles and edit existing ones... I have loads of ideas in this department.

Jonathan_NL

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« Reply #3 on: February 11, 2005, 04:20:45 PM »
I don't know how everything actually works yet... specifically tiles. I was one of the first to find my way in the editor, but I have never really looked at tiles. A quick look at sewer3 and hell5 in the editor didn't reveal anything.

Alex? Josiah?
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Chronic Logic - Josiah

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Upside down spikes
« Reply #4 on: February 11, 2005, 05:21:14 PM »
How about tile 109 in tileset 0?

Sendy

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« Reply #5 on: February 11, 2005, 06:12:47 PM »
Quote (Chronic Logic - Josiah @ Feb. 11 2005,3:21)
How about tile 109 in tileset 0?

I saw those but they aren't the spikes I'm looking for, I need them to be triangular as those jagged ones are too easy to get caught up in when playing.

Jonathan_NL

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Upside down spikes
« Reply #6 on: February 11, 2005, 10:33:29 PM »
I think I'm going to figure out the rest of the file format... This could be interesting.
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Upside down spikes
« Reply #7 on: February 12, 2005, 04:22:52 AM »
There are also some slope tiles in Sewer 7 (the level with the car) that can't be found anywhere...

Jonathan_NL

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Upside down spikes
« Reply #8 on: February 12, 2005, 05:39:27 AM »
I figured it out: a tileset (which doesn't include all textures) is stored INSIDE the level! I also found a lot of other stuff we already know (and what we didn't know and I now DO know!). I'm getting closer to a Gish level dumper...
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Upside down spikes
« Reply #9 on: February 12, 2005, 03:50:22 PM »
Quote (Jonathan_NL @ Feb. 12 2005,3:39)
I figured it out: a tileset (which doesn't include all textures) is stored INSIDE the level! I also found a lot of other stuff we already know (and what we didn't know and I now DO know!). I'm getting closer to a Gish level dumper...

Wow, so the tiles are stored inside the level?
Cool! Thanks for letting us know '<img'>

Jonathan_NL

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Upside down spikes
« Reply #10 on: February 12, 2005, 07:39:30 PM »
Tiles 1-250 are stored at the end of a level. If a texture is not included strange things happen in the editor. I think they're simply not used in the level. I'll try to verify it once I write another tool which will hold an entire level in memory.

Edit: church1 also contains 251-255. '<img'>
0x000547f8:
empty tile 251
0 lines
friction: 0.000000 breakpoint: 0.000000 middamage: 0 foredamage: 0
density: 0.000000 drag: 0.000000 animation: 0 animationspd: 0

0x00054820:
empty tile 252
0 lines
friction: 0.000000 breakpoint: 0.000000 middamage: 0 foredamage: 0
density: 0.000000 drag: 0.000000 animation: 0 animationspd: 0

0x00054848:
tile 253 - width: 32 - height: 32 - mag: 0x2601 - min: 0x2601
0 lines
friction: 0.000000 breakpoint: 0.000000 middamage: 0 foredamage: 0
density: 0.000000 drag: 0.000000 animation: 0 animationspd: 0

0x0005587c:
tile 254 - width: 32 - height: 32 - mag: 0x2601 - min: 0x2601
0 lines
friction: 0.000000 breakpoint: 0.000000 middamage: 0 foredamage: 0
density: 0.000000 drag: 0.000000 animation: 0 animationspd: 0

0x000568b0:
tile 255 - width: 32 - height: 32 - mag: 0x2601 - min: 0x2601
0 lines
friction: 0.000000 breakpoint: 0.000000 middamage: 0 foredamage: 0
density: 0.000000 drag: 0.000000 animation: 0 animationspd: 0

0x000578e4:
0 bytes left
I'll need to check their contents... edit again: amber.
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Sendy

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Upside down spikes
« Reply #11 on: February 12, 2005, 10:46:57 PM »
Quote (Jonathan_NL @ Feb. 12 2005,5:39)
Edit: church1 also contains 251-255. '<img'>

I take it these are the tiles that make the special thin funnel that is exclusive to this level.

Jonathan_NL

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« Reply #12 on: February 12, 2005, 11:12:49 PM »
251 = extra life
252 = tar
253 = small amber
254 = medium amber
255 = large amber

The textures included for amber are the same.
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Sendy

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Upside down spikes
« Reply #13 on: February 13, 2005, 06:13:15 PM »
So are extra tiles saved in the level or something?

There's a user made level called 'darkness.lvl' that uses some special slanted tiles that aren't anywhere in the normal tiles either. '<img'>

Jonathan_NL

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« Reply #14 on: February 13, 2005, 07:08:00 PM »
You didn't get it...

There are 256 different tiles you can use, numbered 0-255. There are three big rasters (back, mid and front) containing 256x256 bytes. Each byte is the number of the tile that should be used there. Then there are the actual tiles. They contain a texture (the image you see on them) and several properties such as friction and breakpoint. These are also stored in the level file (so you can make tiles look like anything). But usually only tiles 1-250 (not 0 or 251-255 which are special tiles) are stored, with nothing telling how many are stored. With church1, my level parser noticed it didn't reach the end of the file after it had parsed it, and after changing it to keep reading tiles until the end was reached it returned 5 additional valid tiles (so that level contains tiles 1-255). See the big quote above for a description. Darkness contains 1-250 as usual.
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