TWIGZ Level File Format

TWIGZ Level Files (".lvl"):

Below is a tree which represents the TWIGZ Level File format. Click on a tree node to learn more about it.

LEVL - Marks the beginning of a TWIGZ "Level" file. These files have the extension".lvl" and can be created with the TWIGZ Map Maker available for download as part of the TWIGZ SDK.
 
Room Number - INTEGER representing the level, or room, number.
 
ROOM - Marks the beginning of room data. Each level, or screen, in TWIGZ is called a room.
 
RMHD - marks the beginning of the Room Header
 
Room Image Height - INTEGER representing the height, in pixels, of the room image (usually 144 pixels)
 
Room Image Width - INTEGER representing the width, in pixels, of the room image (MUST be an EVEN number and it CANNOT exceed 960 pixels)
 
Total Objects - INTEGER representing total objects in the room. Objects are things the Ego can interact with and sometimes even pick up.
 
Total Actors - INTEGER representing total actors in the room. An actor is a person (usually) that is animated. The Ego can usually talk to actors. Actors are animated based on COSTUMES
 
ID, Name, Headless - INTEGER, STRING, INTEGER respectively. The ID represents the Actor's ID number starting from 4001 for the first actor. The Name is the Actor's name. Headless is an INTEGER that can either be (-1 for TRUE) or (0 for FALSE). If Headless is TRUE the actor will not be displayed with a body and a separate head, instead he will be placed at the EXACT X,Y position specified by any script, and he will be shown standing without a separate head add-on. An example of this would be the Bunny in the first room of the TWIGZ DEMO.
 
BOXS - Marks the beginning of walking box data. All walking boxes are convex polygons with 4 vertices, all connected in some way.
 
Total Boxes - INTEGER representing the number of walking boxes in the room.
 
X, Y (4) - 4 INTEGERs representing the X, Y coordinates for each vertex. There are 4 pairs of coordinates for EACH box (if Total Boxes = 4 then there would be 16 pairs of coordinates, or 4 pairs * 4 boxes)
 
Start Scale Index, End Scale Index - SINGLE floating point numbers representing the scale factor to be applied to the Ego. Start Scale represents the scale factor at the southern position of a walking box and End Scale represents the scale factor at the northern position of a walking box. (MAX = .99999, MIN = .15, No Scale if Start Scale Index = 0)
 
Z Index - INTEGER representing the z-index to be applied to the Ego when he is in that walking box. This can be thought of as the distance from the origin on the z-axis (where 0 is at the screen and positive infinity is deep into the screen). This is used with room image masks to add a 3D effect (appears that the Ego is walking behind things).
 
BOXM - Marks the start of the Box Matrix data
 
Connectivity Matrix - A matrix representing the shortest path from any walking box to another. See The Black Art of Linear Algebra for more details
 
BXMD - Marks the start of Box Midpoint data
 
X, Y - INTEGERs representing the X, Y coordinates of the midpoints for all connected walking box edges.
 
CPAL - Marks the beginning of the Color Palette data
 
Red, Green, Blue (256) - INTEGERS representing the Red, Green, & Blue values for all 256 colors in the palette (MIN = 0, MAX = 63)
 
CYCL - Marks the beginning of Palette Cycling data.
 
Total Colors - INTEGER representing the total number of colors for palette rotation effects (MAX = 5)
 
Color Number - INTEGER representing the color index number (0 - 255)
 
Start Red, Start Green, Start Blue - INTEGERs representing the starting RGB values for the current color
 
End Red, End Green, End Blue - INTEGERs representing the ending RGB values for the current color
 
Time - SINGLE floating point number representing the time (in seconds) it should take to get from the start RGB values to the end RGB values (NOTE: the four values from "Color Number" to "Time" are repeated for "Total Colors" times).
 
RIMM - Marks the beginning of the Room Image data
 
IMHD - Marks the beginning of the Image Header data
 
Number of Z-Indexes - INTEGER representing the highest z-index value for any walking box in the room (currently NOT used by the engine)
 
IM## - Marks the beginning of Image data (## corresponds to the image number starting from IM00).
 
MI## - Marks the beginning of Mask Image data (## corresponds to the image number, starting from MI00, where MI00 is the mask image map for Image IM00, etc.)
 
Pixel Map - a listing of all the pixel color index numbers for an Image, Mask Image, or Object Image.
 
OBHD - Marks the beginning of the Object Header data
 
ID - INTEGER representing the object's global identification number (MIN = 1, MAX = 3000)
 
Bin Variable - INTEGER representing the global "binary variable" which corresponds to the object. (0 = No BV associated with object).
 
Bin Variable Status - INTEGER representing the STARTING status for that BV (-1 = Don't show picture but still create "hot-spot", 0 = No picture or "hot-spot", 1 = Show 1st picture, 2 = Show 2nd picture, # = Show #th picture).
 
Exit Type - INTEGER representing the exit type for an object. Used to change the cursor to a directional arrow & to tell the engine that it will need to load a new level (0 = None, 1 = N, 2 = NE, 3 = E, 4 = SE, 5 = S, 6 = SW, 7 = W, 8 = NW).
 
Total Images - INTEGER representing the total number of images that make up this object (0 = already part of map, non-changing object).
 
X - INTEGER representing the X position of the object to be drawn on the screen.
 
Y - INTEGER representing the Y position of the object to be drawn on the screen.
 
Width - INTEGER representing the width of the object (used for creating "hot-spot").
 
Height - INTEGER representing the height of the object (used for creating "hot-spot").
 
Start Offset - INTEGER representing the location in XMS memory where the beginning of all the object's image files are stored
 
Walk-To X, Walk-To Y - INTEGERs representing the X, Y coordinates that the Ego will walk to when the object is clicked on.
 
Name - STRING representing the name of the object (will appear in the prompt in the GUI).
 
... ... ... ... - all nodes under the Object Header (OBHD) are repeated for ALL objects (Total Objects) in the level file

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