BunguruWA MAP

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MAP

  • Format Type : Game Level
  • Endian Order : Little Endian
  • Date Posted : Dec. 31, 2005


Format Specifications

// HEADER

uint32 {4}   - Half the Length of the Level's Width (measured in ingame blocks)(Default: 13)
uint32 {4}   - The Length of the Level's Length (measured in ingame blocks) (Default: 256)
uint32 {4}   - The Width of a Block (measured in pixels) (Default: 32)
uint32 {4}   - The Length of a Block (measured in pixels) (Default: 32)
uint32 {4}   - Unknown (Default: 4, gameplay heavily affected if changed)
uint32 {4}   - Unknown (Default: 4)

// LEVEL DATA

byte {X}     - x number of 16-bit integers


Notes and Comments

  • Explanation of the level data 16-bit Integers:

if uint16 {2} =  0 .. null, nothing at all, pure space in the map.
if uint16 {2} =  1 .. rock solid block, one that doesn't fall apart.
if uint16 {2} =  2 .. score point
if uint16 {2} =  3 .. finalization point - for completing the level
if uint16 {2} =  4 .. a block with easy difficulty
if uint16 {2} =  8 .. a block with normal difficulty
if uint16 {2} = 12 .. a block with hard difficulty

  • Something which is a little unclear is where the play character's start offset is located. It seems like this can be calculated by: level's width * level's length - 42
  • This game can be found at http://www.the-underdogs.org/game.php?id=4084 (freeware).


Compatible Programs

None, as far as I know.