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Cream of the Crop 20
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Cream of the Crop 20 (Terry Blount) (1996).iso
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devil21f.zip
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DEVIL.ZIP
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DEVIL21
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CONFIG
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D1REG.INI
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1996-04-13
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12KB
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479 lines
:DefaultPalFile 0
{descent.256}
** The option buttons
* {txt} type data offset length multifunc numtypedescrip se-func.
* txt: Description of this item
* type: one of the following numbers
0: selection button with one choice
(here multifunc gives the number of children this option has)
1: selection button with more than one choice
(here multifunc gives the maximum number of choices the user can make
0=infinity)
2: normal light-value
3: size
4: coordinate
5: degrees
6: double
7: integer
8: avg. cube light (special handling, get with special function set over
9: avg. side light side effect)
10: select texture group (up,down button + texture)
(set multifuncnr to 0!!)
11: select dooranimation group
(set multifuncnr to 0!!)
12: select texture group for thing
(set multifuncnr to 0!!)
13: thing coordinates (offset is here axis)
14: uv-coords
* data,offset,length: structure, offset, length of variable. If length is 0
no data is changed only the sideeffect is done.
data is also used to determine the data for the sideeffect, so set it
even if length==0
* numtypedescription: number of type descriptions.
* if negative then follows the names of the list recycled
* se-func.: side effect function number: number of function to be called
* (the value is not altered by the standard procedures)
* if no side effect function shall be called: -1
* if this value shall not be changed by the user: -2
*
* type description:
* number (in hex) number of entries belonging to this type {txt}
* number: number of descent
* number of...: number of following subtypes
* txt: description of number
:Cube 3 * number of entries
{Type} 0 0 0 1 1 4 0
00 0 {normal}
01 0 {fuel center}
03 0 {reactor}
04 1 {producer}
{produces} 1 8 0 4 0 22 -1
00 0 {medium hulk}
01 0 {medium lifter}
02 0 {spider}
03 0 {class 1 drone}
04 0 {class 2 drone}
05 0 {invisible vulcan}
06 0 {invisible hulk}
07 0 {supervisor}
08 0 {secondary lifter}
09 0 {heavy driller}
0a 0 {gopher, laser}
0b 0 {platform, laser}
0c 0 {platform, missile}
0d 0 {red triangle}
0e 0 {baby spider}
0f 0 {miniboss}
10 0 {heavy hulk}
12 0 {invisible lifter}
13 0 {vulcan man}
14 0 {light hulk}
15 0 {advanced lifter}
16 0 {defense proto}
{inner light} 2 0 4 2 0 0 -1
{avg.p. light} 8 0 0 0 0 0 1
:Side 3
{texture 1} 10 1 0 2 0 0 -1
{Turn txt2} 0 1 28 4 0 4 2
0 0 {0 degrees}
1 0 {90 degrees}
2 0 {180 degrees}
3 0 {270 degrees}
{avg.p. light} 9 1 0 0 0 0 3
:Point 6
{xpos} 4 9 0 8 0 0 4
{ypos} 4 9 8 8 0 0 4
{zpos} 4 9 16 8 0 0 4
{u-coord} 14 2 0 2 0 0 -1
{v-coord} 14 2 2 2 0 0 -1
{light} 2 2 4 2 0 0 5
:Thing 4
{type} 0 3 0 1 6 6 6
02 4 {robot}
{robot} 0 3 1 1 0 24 7
00 0 {medium hulk}
01 0 {medium lifter}
02 0 {spider}
03 0 {class 1 drone}
04 0 {class 2 drone}
05 0 {invisible vulcan}
06 0 {invisible hulk}
07 0 {supervisor}
08 0 {secondary lifter}
09 0 {heavy driller}
0a 0 {gopher, laser}
0b 0 {platform, laser}
0c 0 {platform, missile}
0d 0 {red triangle}
0e 0 {baby spider}
0f 0 {miniboss}
10 0 {heavy hulk}
11 0 {big boss 1}
12 0 {invisible lifter}
13 0 {vulcan man}
14 0 {light hulk}
15 0 {advanced lifter}
16 0 {defense proto}
17 0 {big boss 2}
{drop type} 0 3 76 1 2 4 14
00 0 {nothing}
ff 0 {default}
02 2 {robot}
{drop} 0 3 77 1 0 22 -1
00 0 {medium hulk}
01 0 {medium lifter}
02 0 {spider}
03 0 {class 1 drone}
04 0 {class 2 drone}
05 0 {invisible vulcan}
06 0 {invisible hulk}
07 0 {supervisor}
08 0 {secondary lifter}
09 0 {heavy driller}
0a 0 {gopher, laser}
0b 0 {platform, laser}
0c 0 {platform, missile}
0d 0 {red triangle}
0e 0 {baby spider}
0f 0 {miniboss}
10 0 {heavy hulk}
12 0 {invisible lifter}
13 0 {vulcan man}
14 0 {light hulk}
15 0 {advanced lifter}
16 0 {defense proto}
{drop num} 7 3 78 1 0 0 -1
07 2 {item}
{drop} 0 3 77 1 0 4 -1
03 0 {!thing} * start with list for things
00 0 {>type} * search for offset 0
07 0 {#item} * search for no.7
01 0 {!item type} * search for offset 1 (must be at the end)
{drop num} 7 3 78 1 0 0 -1
{behaviour} 0 3 143 1 0 4 -1
80 0 {sits still}
81 0 {normal}
83 0 {drop mines}
85 0 {station}
{texture} 12 3 235 4 0 0 -1
03 2 {hostage}
{no.} 7 3 1 1 0 0 -1
{size} 3 3 56 4 0 0 8
04 1 {start}
{no.} 7 3 1 1 0 0 -1
07 2 {item}
{item type} 0 3 1 1 0 22 9
00 0 {extra life}
01 0 {energy boost}
02 0 {shield boost}
03 0 {laser}
04 0 {blue key}
05 0 {red key}
06 0 {yellow key}
0a 0 {1 concussion}
0b 0 {4 concussions}
0c 0 {quad laser}
0d 0 {vulcan cannon}
0e 0 {spreadfire}
0f 0 {plasma cannon}
10 0 {fusion cannon}
11 0 {proximity bombs}
12 0 {1 homing}
13 0 {4 homings}
14 0 {smart missile}
15 0 {mega missile}
16 0 {vulcan ammo}
17 0 {cloaking dev}
19 0 {invulnerability}
{item grfx} 0 3 83 4 0 22 -1
24 0 {extra life}
12 0 {energy boost}
13 0 {shield boost}
14 0 {laser}
18 0 {blue key}
1a 0 {red key}
19 0 {yellow key}
22 0 {1 concussion}
23 0 {4 concussions}
33 0 {quad laser}
25 0 {vulcan cannon}
26 0 {spreadfire}
27 0 {plasma cannon}
28 0 {fusion cannon}
29 0 {proximity bombs}
2a 0 {1 homing}
2b 0 {4 homings}
2c 0 {smart missile}
2d 0 {mega missile}
2e 0 {vulcan ammo}
2f 0 {cloaking dev}
31 0 {invulnerability}
09 1 {reactor}
{texture} 12 3 147 4 0 0 -1
0e 1 {coop start}
{no.} 7 3 1 1 0 0 -1
{xpos} 13 3 0 0 0 0 16
{ypos} 13 3 1 0 0 0 16
{zpos} 13 3 2 0 0 0 16
:Wall 2
{wall-type} 0 4 16 1 3 5 10
01 2 {blow door}
{animation} 11 4 20 1 0 0 11
{hitpoints} 7 4 10 2 0 0 -1
02 5 {normal door}
{animation} 11 4 20 1 0 0 11
{} 0 4 17 1 0 4 -1
00 0 {stays open, laser}
08 0 {stays open, switch}
10 0 {open/close w. laser}
18 0 {open/close w. switch}
{} 0 4 24 1 0 2 -1
00 0 {don't open at end}
01 0 {open at end}
{key} 0 4 21 1 0 4 -1
01 0 {no key at all}
02 0 {blue key}
04 0 {red key}
08 0 {yellow key}
{hitpoints} 7 4 10 2 0 0 -1
05 1 {shoot through}
{hitpoints} 7 4 10 2 0 0 -1
03 0 {only texture}
04 0 {only switch}
{switch} 0 4 25 1 2 5 12
ff 0 {no switch}
04 0 {alternate exit}
03 0 {normal exit}
02 1 {producer}
{switches} 7 7 12 2 0 0 -2
00 1 {open door}
{switches} 7 7 12 2 0 0 -2
* The switchtypes are translated in Devil (reason: otherwise switch_... are no
* constants). These are the correct codes for Descent 1:
* {} 0 4 25 2 2 5 12
* 0 0 {no switch}
* 0100 0 {alternate exit}
* 0008 0 {normal exit}
* 0040 1 {producer}
* {switches} 7 7 12 2 0 0 -2
* 0001 1 {open door}
* {switches} 7 7 12 2 0 0 -2
:Internal 1
{Group} 0 5 200 4 4 4 -1
0 4 {Move&Display}
{Visibility} 4 5 16 8 0 0 -1
{Moving you} 4 5 32 8 0 0 -1
{Turning you} 5 5 56 8 0 0 -1
{Display what} 1 5 242 4 0 5 15
0 0 {cubes}
1 0 {all lines}
2 0 {things}
3 0 {walls}
4 0 {extra markers}
1 3 {Bitmap}
{Moving bitmap} 7 5 80 4 0 0 -1
{Turning bitmap} 5 5 84 8 0 0 -1
{Stretch bitmap} 6 5 92 8 0 0 -1
2 10 {Modify&Illum.}
{Moving obj.} 4 5 40 8 0 0 -1
{Turning obj.} 5 5 64 8 0 0 -1
{Gridsize} 4 5 100 8 0 0 -1
{Grid} 0 5 188 4 0 2 -1
0 0 {off}
1 0 {on}
{Conn. dist.} 4 5 116 8 0 0 -1
{UConn. dist.} 4 5 124 8 0 0 -1
{Enlarge *} 6 5 8 8 0 0 -1
{Quarterway} 4 5 204 8 0 0 -1
{Brightness} 6 5 212 8 0 0 13
{Min. light} 2 5 220 2 0 0 -1
3 7 {Warnings}
{Ask del one} 0 5 192 4 0 2 -1
0 0 {off}
1 0 {on}
{Ask del tagged} 0 5 196 4 0 2 -1
0 0 {off}
1 0 {on}
{Convex/Weird} 0 5 222 4 0 2 -1
0 0 {off}
1 0 {on}
{Grid & rotate} 0 5 238 4 0 2 -1
0 0 {off}
1 0 {on}