T
From OHRRPGCE-Wiki
.t## holds the tilemap for a map. all of (.t##, .e##, .p##) start with a BSAVE Header followed by a 4 bye header with the size of the map.
[edit] Formal Specs
| Data | Meaning |
|---|---|
| INT | Width |
| INT | Height |
| BYTE * w * h | w*h representing Layer 0 (bottom) |
| BYTE * w * h | w*h representing Layer 1 (middle) |
| BYTE * w * h | w*h representing Layer 2 (top) |
Tiles are stored in left-to-right rows, from top to bottom. 0-159 are regular tiles, 160-207 are animating tiles in set 0 and 208-255 are animating tiles in set 1.
Older games may not have the extra layers (1 and 2), so treat them as all 0 (however, the same older games will also not have the bitsets in MAP that activate the extra layers, so it's a moot point anyway)
ARCHINYM.LMP . BROWSE.TXT . ATTACK.BIN . BINSIZE.BIN . DEFPAL#.BIN . DEFPASS.BIN . FIXBITS.BIN . LOOKUP.BIN . MENUS.BIN . MENUITEM.BIN . PALETTES.BIN . PLOTSCR.LST . SFXDATA.BIN . SONGDATA.BIN . UICOLORS.BIN . GEN . BAM . Map Format . T . P . E . D . L . N . DOR . DOX . DT0 . DT1 . DT6 . EFS . FOR . FNT . HSP . HSZ . ITM . MAP . MAS . MN . MXS . PAL . PT0 . PT1 . PT2 . PT3 . PT4 . PT5 . PT6 . PT7 . PT8 . SAY . SHO . SNG . STF . STT . TAP . TIL . TMN . VEH
