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Hershey's Sega Sampler
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Text File
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1996-09-18
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21KB
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315 lines
Answer Hunt block database file version: 1.0
Background color index (0-255) : 0
Shadow color index (0-255) : 36
Highlight color index (0-255) : 44
Floor color index (0-255) : 234
Ceiling color index (0-255) : 53
Number of panel defs (1100 max) : 500
Number of block defs (256 max) : 128
Number of sfx defs : 26
Player start x : 18
Player start y : 18
Player start heading (0-255,0=east) : 0
Aspect Ratio : 2.0
Field of View : 1.0
Number of problems (20 max) : 0
Bitmap backdrop : ''
Number of tries : 1
Name of problem file (if any) : ''
#
# Block shape types --------------------------------------------------
# BLOCK_EMPTY 0 // block is empty (just floor & ceiling)
# BLOCK_CUBE 1 // block is a cube
# BLOCK_HORZ 2 // block is a horizontal (EW) divider
# BLOCK_VERT 3 // block is a vertical (NS) divider
# BLOCK_ACTOR 4 // block is an actor or prop
# BLOCK_DIAG1 5 // block is a diagonal
# BLOCK_DIAG2 6 // block is a diagonal
#
# Flag bits (add up) --------------------------------------------------
# BLOCK_TRANS 1 // block is transparent
# BLOCK_WALL 2 // block is an impassable
# BLOCK_BI 4 // Thing is bilaterally symetric, saves views
# BLOCK_DECAL 8 // Decal block
# BLOCK_ACTION 16 // block is an object which can be
# // activated by pressing action button
# BLOCK_HITABLE 32 // block is an object which can be
# // activated by being hit by another object
# BLOCK_BUMP 64 // block is an object which can be activated
# // by "bumping" into it
# BLOCK_NOCROSS 128 // block cannot be moved through by SFX,
# // but player can move through
# BLOCK_TIMELIM 256 // block is activated by SFX time limit trigger
#
# Block Kinds, what a block does when activated ------------------------------
# KIND_SIMPLE = 0 // do-nothing block
# KIND_ANSWER = 1 // answer block, string field is answer, ex. "4"
# KIND_CHAIN = 2 // chains to new file based on string field + 0 to data-1
# KIND_MIDITUNE = 3 // plays midi file based on string field
# KIND_BIGWAV = 4 // plays wave file based on string field
# KIND_CDTRACK = 5 // plays cd track based on data field
# KIND_ENDLEVEL = 6 // ends level when activated
# KIND_TRIGGER = 7 // activates nearby blocks (within data blocks)
# KIND_PROBLEFT=10 // problem block, string field is problem and answer
# KIND_PROBCENTER=11 // for example: "5-1=4" (loaded from problem file)
# KIND_PROBRIGHT=12 // data field tells what problem number is (1-10 allowed)
# KIND_GOODIE=13, // data field is which goodie bit is set
# KIND_GOODIE_NEEDED=14, // data field is mask for which goodie is needed to activate
# KIND_RUNAPP=15, // activate application with name in string field
# KIND_MATCH=16, // Matching block for playground game
# KIND_RUNTRIP=17, // Activate Field Trip
# KIND_ANSWERPIC = 18, // answer block, string field is answer, ex. "4" and name of picture file
# KIND_TREASURE = 19, // Treasure block
# KIND_TREASURECHECK = 20, // Treasure check
# KIND_OPPONENT=98, // This block is an opponent
# KIND_PLAYERONE=100, // This block is player one's "avatar"
# KIND_PLAYERTWO=101, // This block is player two's "avatar"
#
# BLOCK-------------------------------------------------------------------------------------------------------------------
# BLOCK SHAPE FLAGS N_WALL E_WALL S_WALL W_WALL CEIL FLOOR T_W T_S T_H LIGHT SFX RECOLOR BOT TOP KIND DATA SOUND STRING
#
# open block (no ceiling)
0 0 1 -1 -1 -1 -1 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'Open 0'
# open block (with floor and ceil)
1 0 1 -1 -1 -1 -1 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'Open 1'
# wall one
2 1 2 203 203 203 203 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall outside brick building
3 1 2 182 182 182 182 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# window with red trim
4 1 2 245 245 245 245 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall diag no picture
5 5 2 203 203 203 203 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall diag no picture
6 6 2 203 203 203 203 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall with picture 3
7 1 2 800 800 800 800 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall block Diag 1 picture 1
8 5 2 801 801 802 802 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall block Diag 2 picture 2
9 6 2 803 803 804 804 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# Locked door one
10 2 2 204 204 204 204 201 200 128 7 256 0 2 0 0 256 0 0 105 ' '
# Door closed one CLASS A
11 2 18 204 204 204 204 201 200 128 7 256 0 0 0 0 256 8 2 121 'A_'
# Door opening one CLASS A
12 2 3 165 165 165 165 201 200 128 7 256 0 -1 0 0 256 0 0 -1 ' '
# Door open one CLASS A
13 2 69 166 166 166 166 201 200 128 7 256 0 1 0 0 256 0 0 104 ' '
# Locked door two
14 2 2 210 210 210 210 201 200 128 7 256 0 2 0 0 256 0 0 105 ' '
# Door closed two CLASS B
15 2 18 210 210 210 210 201 200 128 7 256 0 -1 0 0 256 9 0 194 ' '
# Door opening two CLASS B
16 2 19 210 210 210 210 201 200 128 7 256 0 -1 0 0 256 0 0 -1 ' '
# Door open two CLASS B
17 2 69 210 210 210 210 201 200 128 7 256 0 1 0 0 256 0 0 -1 ' '
# Locked door three
18 2 2 213 213 213 213 201 200 128 7 256 0 2 0 0 256 0 0 -1 ' '
# Door closed three CLASS C
19 2 18 213 213 213 213 201 200 128 7 256 0 0 0 0 256 9 0 194 ' '
# Door opening three CLASS C
20 2 3 169 169 169 169 201 200 128 7 256 0 -1 0 0 256 0 0 -1 ' '
# Door open three CLASS C
21 2 69 170 170 170 170 201 200 128 7 256 0 1 0 0 256 0 0 -1 ' '
# Locked door four
22 2 2 216 216 216 216 201 200 128 7 256 0 2 0 0 256 0 0 -1 ' '
# Door closed four CLASS D
23 2 18 216 216 216 216 201 200 128 7 256 0 0 0 0 256 9 0 194 ' '
# Door opening four CLASS D
24 2 3 171 171 171 171 201 200 128 7 256 0 -1 0 0 256 0 0 -1 ' '
# Door open four CLASS D
25 2 69 172 172 172 172 201 200 128 7 256 0 1 0 0 256 0 0 -1 ' '
# Locked door to Recess-----No longer used--- (requires recess goodie)
26 1 2 203 196 203 249 201 200 128 7 256 0 2 0 0 256 14 1 105 ' '
# Door closed --- Recess
27 1 18 203 196 203 249 201 200 128 7 256 0 0 0 0 256 0 0 105 ' '
# Door opening ----- Recess
28 1 3 203 197 203 250 201 200 128 7 256 0 -1 0 0 256 0 0 -1 ' '
# Door open --- Recess
29 1 17 203 198 203 251 201 200 128 7 256 0 -1 0 0 256 0 0 104 ' '
# Door to bus trip (Not used)
30 1 18 203 252 203 252 201 200 128 7 256 0 2 0 0 256 0 0 105 ' '
# Door closed (Bus Door)
31 1 18 203 252 203 174 201 200 128 7 256 0 0 0 0 256 0 0 105 ' '
# Door opening (Bus Door)
32 1 3 203 253 203 175 201 200 128 7 256 0 -1 0 0 256 0 0 -1 ' '
# Door open (Bus Door)
33 1 17 203 254 203 176 201 200 128 7 256 0 -1 0 0 256 0 0 104 ' '
# open block (with floor and ceil)
34 0 129 -1 -1 -1 -1 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'Open 1'
# Grass (with floor and ceil)
37 0 1 -1 -1 -1 -1 151 228 128 7 256 0 -1 0 0 256 0 0 -1 'Open 1'
# grass with center stone (with floor and ceil)
38 0 1 -1 -1 -1 -1 151 229 128 7 256 0 -1 0 0 256 0 0 -1 'Open 1'
# fence outside
39 1 2 179 179 179 179 151 228 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall one Activates H Game
40 3 2 246 246 246 246 151 228 128 7 256 0 -1 0 0 256 0 0 -1 ' '
# wall one Activates G Game
41 3 2 247 247 247 247 151 228 128 7 256 0 -1 0 0 256 0 0 -1 ' '
# window with red trim transparent
42 1 3 -1 248 -1 248 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall block Diag 1 with grass floor and blue ceiling
43 5 2 182 182 182 182 151 228 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall block Diag 2 with grass floor and blue ceiling
44 6 2 182 182 182 182 151 228 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# window with red trim transparent west brick outside
45 1 3 -1 248 -1 173 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# window with red trim transparent east brick outside
46 1 3 -1 173 -1 248 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall with right arrow
47 1 2 193 193 193 193 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall with left arrow
48 1 2 194 194 194 194 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# GATE one Activates H Game
49 3 18 246 246 246 246 151 228 128 7 256 0 -1 0 0 256 9 0 194 ' '
# Gate opening H game
50 3 19 161 161 161 161 151 228 128 7 256 0 -1 0 0 256 0 0 -1 ' '
# Gate open H game
51 3 19 162 162 162 162 151 228 128 7 256 0 -1 0 0 256 0 0 -1 ' '
# Gate one Activates G Game
52 3 18 247 247 247 247 151 228 128 7 256 0 -1 0 0 256 9 0 194 ' '
# Gate opening G game
53 3 19 157 157 157 157 151 228 128 7 256 0 -1 0 0 256 0 0 -1 ' '
# Gate open G game
54 3 19 158 158 158 158 151 228 128 7 256 0 -1 0 0 256 0 0 -1 ' '
# THING-------------------------------------------------------------------------------------------------------------
# BLOCK SHAPE FLAGS BASE BLOCK VIEWS HEADING RES1 RES2 T_W T_S T_H LIGHT SFX RECOLOR BOT TOP KIND DATA SOUND STRING
# Sonic spin ball
55 4 259 898 1 0 0 0 0 128 7 170 0 19 0 0 170 4 0 155 'ah0133'
# Sonic run
56 4 263 880 1 8 0 0 0 128 7 170 0 20 0 0 170 4 0 156 'ah0133'
# Sonic spin ball
57 4 259 898 1 0 0 0 0 128 7 170 0 21 0 0 170 4 0 155 'ah0133'
# pole red
58 4 3 236 1 0 0 0 0 128 7 256 0 -1 0 0 256 0 0 -1 ' '
# Sonic explains main hall
59 4 259 895 1 0 0 0 0 128 7 170 0 16 0 0 170 4 0 -1 'ah0133'
# Sonic explains bus area
60 4 3 895 37 0 0 0 0 128 7 170 0 17 0 0 170 4 0 -1 'ah0135'
# Sonic explains play area gates
61 4 3 895 37 0 0 0 0 128 7 170 0 18 0 0 170 4 0 -1 'ah0134'
# balloon-blue
70 4 83 219 1 0 0 0 0 128 7 67 0 10 0 130 197 40 0 123 'balloon'
# balloon-cyan
71 4 83 220 1 0 64 0 0 128 7 67 0 10 0 130 197 40 0 123 'balloon'
# balloon-purple
72 4 83 221 1 0 128 0 0 128 7 67 0 10 0 130 197 40 0 123 'balloon'
# ballown-red
73 4 83 222 1 0 192 0 0 128 7 67 0 10 0 130 197 40 0 123 'balloon'
# balloon-yellow
74 4 83 223 1 0 0 0 0 128 7 67 0 10 0 130 197 40 0 123 'balloon'
# pole blue
75 4 3 230 1 0 0 0 0 128 7 256 0 -1 0 0 256 0 0 -1 'object'
# pole green
76 4 3 233 1 0 0 0 0 128 7 256 0 -1 0 0 256 0 0 -1 'object'
# pole red
77 4 3 236 1 0 0 0 0 128 7 256 0 -1 0 0 256 0 0 -1 'object'
# pole yellow
78 4 19 239 1 0 0 0 0 128 7 256 0 -1 0 0 256 0 0 -1 'object'
# bus 1 of 4 (runs field trip)
79 3 19 224 224 224 224 151 228 128 7 256 0 -1 0 0 256 9 0 194 ' '
# bus 2 of 4 (runs field trip)
80 3 19 225 225 225 225 151 228 128 7 256 0 -1 0 0 256 9 0 194 ' '
# bus 3 of 4
81 3 19 226 226 226 226 151 228 128 7 256 0 -1 0 0 256 9 0 194 ' '
# bus 4 of 4
82 3 19 227 227 227 227 151 228 128 7 256 0 -1 0 0 256 9 0 194 ' '
# wall block Diag 1
83 5 2 203 203 203 203 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# wall block Diag 2
84 6 2 203 203 203 203 201 200 128 7 256 0 -1 0 0 256 0 0 -1 'wall'
# Ceiling Lamp
86 4 1 255 1 0 0 0 0 128 7 67 4 -1 0 189 256 0 0 -1 'light'
# Recess Pass
87 4 83 197 1 0 0 0 0 128 7 45 0 40 0 0 45 13 1 -1 'RECESS'
# Trip Pass
88 4 83 198 1 0 0 0 0 128 7 45 0 40 0 0 45 13 2 -1 'TRIP'
# Purple People Eater
89 4 23 110 0 8 0 0 0 128 7 170 0 -1 0 0 170 98 0 -1 'PURPLE'
# Bush for outside bus
90 4 3 150 37 0 0 0 0 128 7 100 0 -1 0 0 100 0 0 -1 'light'
# sign Red Math 1
91 4 1 275 1 0 0 0 0 128 7 67 0 -1 0 173 240 0 0 -1 'object'
# sign Blue Spelling
92 4 1 277 1 0 0 0 0 128 7 67 0 -1 0 173 240 0 0 -1 'object'
# sign Green Math 2
93 4 1 279 1 0 0 0 0 128 7 67 0 -1 0 173 240 0 0 -1 'object'
# sign Yellow Reading
94 4 1 281 1 0 0 0 0 128 7 67 0 -1 0 173 240 0 0 -1 'object'
# Player 1
126 4 23 -20 1 8 0 0 0 128 7 170 0 -1 0 0 170 100 0 -1 'PLAYER1'
# Player 2
127 4 23 -20 1 8 0 0 0 128 7 170 0 -1 0 0 170 101 0 -1 'PLAYER2'
# SFX----------------------------------------------------------------------------------------------------------------
# -- Flags -- (add up)
# SFX_ONESHOT 1 // SFX runs once and then is done
# SFX_LOOPING 2 // SFX runs in a loop
# SFX_DURABLE 4 // SFX leaves last block
# SFX_MOVEBOUNCE 8 // SFX bounces when hits an obsticle
# SFX_MOVEDIE 16 // SFX dies when hits an obstical
# SFX_HITTER 32 // SFX can hit things
# SFX_MAZESOLVE 64 // SFX moves via the maze solving method
# SFX_ALTERNATE 128 // SFX repeats cycle 0 inbetween odd cycle numbers
# SFX_PERIODIC 256 // SFX counts up then down
# SFX_HUNTER 512 // SFX turns towards player
# SFX_HUNTPAUSE 1024 // SFX is hunter taking a break
#
# Each Tick is 40 msec. long. To convert seconds to ticks, multiply by 25.
#
# BLOCK CYC TCK FLAGS M_X M_Y INC_BLOCK BASE_BLOCK INC_WALL BASE_WALL TIMELIM
# SFX 0 Door opens
-1 3 4 5 0 0 1 -1 0 -1 0
# SFX 1 Door closes
-1 3 4 5 0 0 -1 -1 0 -1 0
# SFX 2 Door gets unlocked
-1 4 4 5 0 0 1 -1 0 -1 0
# SFX 3 Door gets locked
-1 4 4 5 0 0 -1 -1 0 -1 0
# SFX 4 pole cycles
58 3 4 2 0 0 0 -1 1 236 0
# SFX 5 red pole cycling
77 3 4 2 0 0 0 -1 1 236 0
# SFX 6 PPE Walks around hunting for players
89 3 3 1378 64 0 0 -1 5 -1 0
# SFX 7 blue pole cycling
75 3 4 2 0 0 0 -1 1 230 0
# SFX 8 green pole cycling
76 3 4 2 0 0 0 -1 1 233 0
# SFX 9 yellow pole cycling
78 3 4 2 0 0 0 -1 1 239 0
# SFX 10 Pick up thing
-1 1 1 9 1 0 0 -1 0 -1 0
# SFX 11 Ballon drifts
70 8 4 10 8 0 0 -1 0 -1 0
# SFX 12 Ballon drifts
71 8 3 10 8 0 0 -1 0 -1 0
# SFX 13 Ballon drifts
72 8 2 10 8 0 0 -1 0 -1 0
# SFX 14 Ballon drifts
73 8 5 10 8 0 0 -1 0 -1 0
# SFX 15 Ballon drifts
74 8 3 10 8 0 0 -1 0 -1 0
# SFX 16 Sonic foot tap (1)
# BLOCK CYC TCK FLAGS M_X M_Y INC_BLOCK BASE_BLOCK INC_WALL BASE_WALL TIMELIM
59 3 2 2 0 0 0 55 1 895 380
# SFX 17 Sonic foot tap
60 3 2 2 0 0 0 -1 1 895 0
# SFX 18 Sonic foot tap
61 3 2 2 0 0 0 -1 1 895 0
# SFX 19 Sonic spin ball (2)
55 3 2 66 96 0 0 56 1 898 120
# SFX 20 Sonic run (3)
56 3 2 322 64 0 0 57 5 -1 240
# SFX 21 Sonic spin ball (4)
57 3 2 66 96 0 0 59 1 898 120
# SFX 22 math 1 sign flashing
91 2 6 2 0 0 0 -1 1 275 0
# SFX 23 spelling sign flashing
92 2 7 2 0 0 0 -1 1 277 0
# SFX 24 math 2 sign flashing
93 2 8 2 0 0 0 -1 1 279 0
# SFX 25 reading sign flashing
94 2 9 2 0 0 0 -1 1 281 0