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 |