Working Memo
Actuators
It consists from 3 or 4 word(16 bits) values.
It exists a lot in dungeon.dat.
It makes the dungeon more exciting and interesting world.
Any level editor developer has been willing to know the hidden mystery secret in Actuators! (At least I think so)
Word value representation
| Word value (Decimal integer) |
Word value (Hexadecimal integer) |
Binary bits representation |
|---|---|---|
| 1 | &H0001 | 0000000000000001 |
| 2 | &H0002 | 0000000000000010 |
| 4 | &H0004 | 0000000000000100 |
| 8 | &H0008 | 0000000000001000 |
| 16 | &H0010 | 0000000000010000 |
| 32 | &H0020 | 0000000000100000 |
| 64 | &H0040 | 0000000001000000 |
| 128 | &H0080 | 0000000010000000 |
| 256 | &H0100 | 0000000100000000 |
| 512 | &H0200 | 0000001000000000 |
| 1024 | &H0400 | 0000010000000000 |
| 2048 | &H0800 | 0000100000000000 |
| 4096 | &H1000 | 0001000000000000 |
| 8192 | &H2000 | 0010000000000000 |
| 16384 | &H4000 | 0100000000000000 |
| 32768 | &H8000 | 1000000000000000 |
I think 1st Word has fixed format.
Here is a representation in bits value format.
1001110100100011
---------CCCCCCC
CCCCCCC part means the Action for every Actuator.
Known Actions will be in next table.
| CCCCCCC | &H0001 | Trap floor switch (Placing item will turn on it) |
| &H0003 | Trap floor switch (Placing item will not turn on it) | |
| &H0008 | Trap shooter | |
| &H0016 | Cross map trigger | |
| &H0017 | 2 state wall switch | |
| &H0018 | Button wall switch | |
| &H001A | Key-hole switch | |
| &H001D | Count finite trigger absorber | |
| &H001E | Infinite pulse generation trigger | |
| &H0020 | Count infinite trigger relay trigger | |
| &H0021 | Global trigger for game start | |
| &H0023 | Item absorber and placer | |
| &H0026 | Magic explosion sensoring switch | |
| &H002D | Count finite trigger relay trigger | |
| &H002E | Creature generation trigger | |
| 1st Word | 0000000000001000 ---TTTTTT0001000 |
| 2nd Word | General 2nd Word form |
| 3rd Word | Strength |
| TTTTTT | Type of magic | |
| &H00 | Fire shooter | |
| &H02 | Lightning-volt shooter | |
| &H03 | Anti ghost magic shooter | |
| &H04 | Zo spell shooter | |
| &H06 | Poison spell shooter | |
| &H07 | Poison fog spell shooter | |
| &H09 | Push entity spell shooter | |
| &H0A | Pull entity spell shooter | |
| &H31 | High voltage electronic-volt discharger | |
| 1st Word | 0000000100010110 ---MMMMMM0010110 |
| 2nd Word | General 2nd Word form |
| 3rd Word | Locator |
| MMMMMM | Map number for Locator |
| 1st Word | 1111101000011110 NNNNNNNNN0011110 |
| 2nd Word | General 2nd Word form |
| 3rd Word | Locator |
| NNNNNNNNN | Interval tick count First trigger is distributed immediately. Second or later trigger waits the Interval time. |
| 1st Word | 0000010010101110 -MMMMMMMM0101110 |
| 2nd Word | General 2nd Word form |
| 3rd Word | Locator |
| MMMMMMMM | Creature number |
| 1st Word | 1001110100100011 TTIIIIIII0100011 |
| 2nd Word | General 2nd Word form |
| 3rd Word | Locator |
| TT | Item category | |
| &H0 | Weapons | |
| &H1 | Clothes | |
| &H2 | Miscellaneous items | |
| &H3 | Potions | |
| IIIIIII | Item number | |
| WEAP
(lower byte) CLOT (lower byte) MISC (lower byte) POTI (higher byte) |
||
I think and I believe that I got these information from CSB4Win source codes by Paul Stevens.
Here is a representation in bits value format.
0000000010000000
OOOO-DDDDBIAAS--
| OOOO | Ornate image index | |
| 0 | Invisible | |
| 1 - 15 | Specified wall ornate or floor ornate image will be displayed Their images are selected from Level Descriptor. |
|
| DDDD | Delay between receiving and distributing for triggering | |
| B | Beep when activation | |
| 0 | Off | |
| 1 | On | |
| I | Inverse Inverse the meaning of Activation type. |
|
| 0 | Inverse won't be performed | |
| 1 | Inverse will be performed | |
| AA | Activation type | |
| 0 | Activates when turning on | |
| 1 | Activates when turning off | |
| 2 | Toggle If door/teleport/illusion wall is target, open it if closed, or close it if opened in activation. |
|
| 3 | Linking If door/teleport/illusion wall is target, switch state reflects into the target state. |
|
| S | Current switch state | |
| 0 | Off | |
| 1 | On | |
Variant usage exists against Actions.
Activate/deactivate the door/teleporter/actuator/illusion wall.
0101000110010000
XXXXXYYYYYDD----
| XXXXX | X position for target | |
| YYYYY | Y position for target | |
| DD | Direction If target is actuator, it is affected with same direction you specify here. |
|
| 0 | N | |
| 1 | E | |
| 2 | S | |
| 3 | W | |
0000111111110000
----SSSSSSSSSSSS
| SSSSSSSSSSSS | Strength for magical trap shooter Bigger value makes it more strong. Smaller value makes it more weak. |
Additional information for Level Descriptor

w2: (Some bit decorational flags)
| +1 | Requires to have hole for downstairs |
| +2 | Requires to have hole for upstairs |
| +4 | ? |
| +8 | Requires to have staircase for upstairs |
| +16 | Requires to have staircase for downstairs |
| +32 | Requires to display blue haze |
| +64 | ? |
| +128 | Requires for activating door type1 |
| +256 | Requires for activating door type2 |
| +512 | ? |
| +1024 | ? |
| +2048 | ? |
| +4096 | ? |
| +8192 | ? |
| +16384 | ? |
| +32768 | ? |
14_4_7: (Scene of this level)
| 0 | 異次元 A world they call Another Dimension |
| 1 | 地上 At ground level |
| 2 | 洞穴 In cave |
| 3 | 城内・家・建造物内 In keep, in house, in store, in structure |
| 4 | 屋上 At rooftop |
| 5 | 墓地(霧霞のある空気) At graveyard |
| 6 ~ 15 | ? |
14_8_B: (Door type1)
14_C_F: (Door type2)
| 0 | 16個の窓が付いた鉄格子の扉 An iron door with windows divided in sixteen pieces. |
| 1 | 木の扉 A wooden door |
| 2 | 鉄の扉 An solid door |
| 3 | 鉄柵門 An iron door made of iron pole such as fence |
| 4 | 野外で見かける扉 An solid door with illust of sun |
| 5 | 12個の窓が付いたドクロの印入りの扉 An iron door with illust of skull, with windows divided in twelve pieces |
| 6 | :P |
| 7 | 48個の窓が付いた こんじき色の扉 An goldlike door with windows divided in forty eight pieces. |
| 8 | 木の扉 A wooden door |
| 9 | 墓地で見かける扉 An solid door with illust of a face |
| 10 | 4に同じ。若しくは… Same as 4, otherwise |
| 11 | :P |
| 12 | :P |
| 13 | :P |
| 14 | :P |
| 15 | :P |