0 Members and 1 Guest are viewing this topic.
Slowly progressing. Initial menu now works. Working on an integrated help thing so you can press F1 (Y=) to get details on any menu item your cursor is hovering over. That should be fun.
Quote from: Iambian on September 16, 2010, 04:08:25 pmSlowly progressing. Initial menu now works. Working on an integrated help thing so you can press F1 (Y=) to get details on any menu item your cursor is hovering over. That should be fun.Very nice Just make sure that the help isn't too large, though. It would be bad if like 8 KB of the game was just help
CaDanITE project file structureObjects not part of the initial table structure gets a preallocated 8 byte name.;----START OF FILE HEADER.db $BB,$6D ;denotes a compiled ASM program.db $C9 ;If you attempt to run this as an ASM program it exits..db "CaDanITE:" ;9 characters that identify this as a CaDanITE level.db 24chars ;24 character description header for the project;----START OF THE DATA FILE TABLE.org $0000 ;addresses are with respect to this for relocatability.db NN ;number of 256-height screens.dw ScreenDat1 ;address of screen data (specified far below).dw ... ;Every 256 height screen has a boss assigned to it and their.dw ScreenDatN ;data pointers will be defined with the screen data;---.db NN ;number of scripts.dw ScriptDat1 ;address of script data (also defined far below).dw ....dw ScriptDatN;---.db NN ;number of enemies that can be done.dw EnemyDat1 ;address of enemy data (defined really far below).dw ....dw EnemyDatN;---.db NN ;number of path data streams.dw PathDat1 ;address of path data (uhm...).dw ....dw PathDatN;---;Filetype details:;ScreenDATA = 01 ;21 bytes total data size. Contains pointers to other files;ScreenBITMAP = 02 ;521 bytes total data size.;BossAddress = 03 ;16+1+N(2) bytes where N is # of spellcards. Points to other files;SplCrdDATA = 04 ;42 bytes total data size.;BossGRAPHIC = 05 ;129 bytes total data size;BossCharSPR = 06 ;9 bytes total data size;BossTEXT = 07 ;1+2+NN bytes where NN is data stream byte size;ScriptDATA = 08 ;1+2+NN bytes where NN is data stream byte size. Pts 2 othr files;EnemyDATA = 09 ;8 bytes total data size;PathDATA = 0A ;9+1+N bytes, where N is number of step pairs in movement path.;-----BEGINNING OF CADANITE PROJECT FILE SYSTEM;ScreenDATA.db 1 byte ;FILETYPE.db 8 bytes ;name of this data.dw BossAdr ;address of boss details ($0000=not set yet).dw ScreenBtm ;address of 64x64 area indicating bottom screen.dw ScreenBtmLp ;address of 64x64 area indicating bottom loop.dw ScreenTopLp ;address of 64x64 area indicating bottom loop.dw ScreenTop ;address of 64x64 area indicating bottom screen (boss).db ScrollDelay ;A value between 1-9. A higher value means slower scroll..db LevelLoop ;A value between 1-128. A higher value means the stage loops more.;ScreenBITMAP.db 1 byte ;FILETYPE.db 8 bytes ;name of this 512 byte chunk of data.db 512 bytes ;screen data;BossAddress.db 1 byte ;FILETYPE.db 8 bytes ;name of this entity.db BossScript ;Address to the boss script. lumped together with scripts.dw BossGraphic ;Address to 32x32 boss graphic.dw BossCharSpr ;Address to 8x8 boss sprite.dw BossText ;Address to boss dialog text.db NN ;number of spellcards in the game.dw SplCrdAdr1 ;Address to the spellcard graphic.dw ....dw SplCrdAdrN;SplCrdDATA.db 1 byte ;FILETYPE.db 8 bytes ;8 bytes for spellcard graphic name.db 1 byte ;indicates normal bracket or special bracket for spells.db 4*8 bytes ;32 bytes for spellcard text underlay (overlay will be autobuilt);BossGraphic.db 1 byte ;FILETYPE.db 128 bytes ;graphic. Tied to name of boss;BossCharSpr.db 1 byte ;FILETYPE.db 8 bytes ;graphic. Tied to name of boss;BossText.db 1 byte ;FILETYPE.dw StreamSize ;size of text file unknown. Tied to name of boss..db "textdata" ;formatted for whatever. Uh. Details unknown. Won't get to it soon :P;ScriptDATA.db 1 byte ;FILETYPE (boss and stage scripts gets a different filetype).dw StreamSize ;size of the script file.db N bytes ;Script contents;EnemyDATA.db 1 byte ;FILETYPE.db 1 byte ;enemy type flags.db 2 bytes ;Starting (x,y) position.db 1 byte ;Initial HP.db 1 byte ;Script ID.dw cyclecount ;Initialize this enemy at this cycle count (0-65535);PathDATA.db 1 byte ;FILETYPE.db 8 bytes ;Name of this path.db StreamSize ;number of bytes that this path can take. Up to 128 (256 steps).db N bytes ;bytes in the path stream