Doubble Dutch
Sep 28, 2005, 04:21 AM
Just some junk I've noticed. Anyone else figured anything out?
1.) Enemies that shoot in J1CS always end up shooting blaster bullets when the level is saved. This is because 1 place before the 'Enemy shot*' value there is a value determining what bullet is shot. The bullets animation and behaviour are referenced from outside the level. For example in Tubelectric the Enemy shot is 75 which J1CS writes as $00 $4B making the turrets shoot blasters. This should be changed to $05 $4B This is what I've found for the values:
$00 -Blaster
$01- Toaster
$02 -RF Missile
$03 -Launcher, can be modified somehow.
$04 -Tubelectric shot down
$05 -Tubelectric shot up
$06 -Boss related? Needs extra modification
$07 -Same as above
Also the multipurpose section of the events window has the following extra functions:
-For fastfeet, invincibility, defines how long in seconds the event lasts.
-For springs and other 'flip animation, no movement' objects, defines the animation that is flipped. [For springs the animation that appears when Jazz bounces on it.]
-For destructible blocks, defines the block that will replace the event when the event is destroyed.
Then there's the 'Bridge length' variable it can do two things:
-Defines the length of a bridge. The bridge will always use the same number of bridge sprites, the spacing varies.
-For shooting events, defines how far down from the top of an animation the shot appears.
And finally a list of what all those background modifiers do:
0 Tileset default color, eliminates events 128 and above
- grey background
- tubelectric animating backgrounds* don't animate but look normal
-invisible water if water used in level
1 Tileset default color
- tubelectric animating backgrounds* don't animate but look normal
-invisible water
2 'normal background'
- Tubelectric animating backgrounds animate when jazz moves up/down and are set at animation value 0
-Some tiles* look weird
-invisible water
3 normal background color without nice shading effects.
- tubelectric backgrounds are color shifted green-yellow
-Some tiles* look weird
-dark greenish water
4 normal background color without nice shading effects.
- tubelectric backgrounds are color shifted green
-Some tiles look weird
-green water
5 normal background less shading
- tubelectric backgrounds are color shifted green-purple
-Some tiles look weird
6 normal background less shading
- tubelectric backgrounds are color shifted pink
-Some tiles look weird
- purple water
7 normal background less shading
- tubelectric backgrounds are color shifted yellow
-Some tiles look weird
-yellow water
8 Tileset default color, eliminates event 128 and above, allow color tubelectric style color animation and tiles
-Invisible water
9 Tileset default color, eliminates event 128 and above
allows tubeletric style color animation and tiles
- some tiles will now color animate that don't normally
-allows 128+ events in tubelectric style levels
-invisible water
10 normal background less shading
- some tiles will now color animate that don't normally
-allows 128+ events in tubelectric style levels
-invisible water
11 normal background less shading
- tubelectric backgrounds are color shifted green-yellow
-Some tiles look weird
-Visible blue water, colours darken as jazz sinks
*[Here some tiles are those that shift as Jazz moves, like the moving backgrounds in Jazz 2; tubelectric tiles are found in tilesets that require a lot of the tiles to animate.]
Well that was a long post wasn't it?
1.) Enemies that shoot in J1CS always end up shooting blaster bullets when the level is saved. This is because 1 place before the 'Enemy shot*' value there is a value determining what bullet is shot. The bullets animation and behaviour are referenced from outside the level. For example in Tubelectric the Enemy shot is 75 which J1CS writes as $00 $4B making the turrets shoot blasters. This should be changed to $05 $4B This is what I've found for the values:
$00 -Blaster
$01- Toaster
$02 -RF Missile
$03 -Launcher, can be modified somehow.
$04 -Tubelectric shot down
$05 -Tubelectric shot up
$06 -Boss related? Needs extra modification
$07 -Same as above
Also the multipurpose section of the events window has the following extra functions:
-For fastfeet, invincibility, defines how long in seconds the event lasts.
-For springs and other 'flip animation, no movement' objects, defines the animation that is flipped. [For springs the animation that appears when Jazz bounces on it.]
-For destructible blocks, defines the block that will replace the event when the event is destroyed.
Then there's the 'Bridge length' variable it can do two things:
-Defines the length of a bridge. The bridge will always use the same number of bridge sprites, the spacing varies.
-For shooting events, defines how far down from the top of an animation the shot appears.
And finally a list of what all those background modifiers do:
0 Tileset default color, eliminates events 128 and above
- grey background
- tubelectric animating backgrounds* don't animate but look normal
-invisible water if water used in level
1 Tileset default color
- tubelectric animating backgrounds* don't animate but look normal
-invisible water
2 'normal background'
- Tubelectric animating backgrounds animate when jazz moves up/down and are set at animation value 0
-Some tiles* look weird
-invisible water
3 normal background color without nice shading effects.
- tubelectric backgrounds are color shifted green-yellow
-Some tiles* look weird
-dark greenish water
4 normal background color without nice shading effects.
- tubelectric backgrounds are color shifted green
-Some tiles look weird
-green water
5 normal background less shading
- tubelectric backgrounds are color shifted green-purple
-Some tiles look weird
6 normal background less shading
- tubelectric backgrounds are color shifted pink
-Some tiles look weird
- purple water
7 normal background less shading
- tubelectric backgrounds are color shifted yellow
-Some tiles look weird
-yellow water
8 Tileset default color, eliminates event 128 and above, allow color tubelectric style color animation and tiles
-Invisible water
9 Tileset default color, eliminates event 128 and above
allows tubeletric style color animation and tiles
- some tiles will now color animate that don't normally
-allows 128+ events in tubelectric style levels
-invisible water
10 normal background less shading
- some tiles will now color animate that don't normally
-allows 128+ events in tubelectric style levels
-invisible water
11 normal background less shading
- tubelectric backgrounds are color shifted green-yellow
-Some tiles look weird
-Visible blue water, colours darken as jazz sinks
*[Here some tiles are those that shift as Jazz moves, like the moving backgrounds in Jazz 2; tubelectric tiles are found in tilesets that require a lot of the tiles to animate.]
Well that was a long post wasn't it?