Post by OdessAngel on Aug 4, 2015 12:47:33 GMT
I'm using Paul's level editor a lot and I always got difficulties with the bytes in AE, but obviously I spend a moment to find the use of some bytes in the editor and I plan to make a list of the bytes for a lot of objects and their meaning in order to help all the modders who want to make a custom level in AE ! If some of you already have some knowledges in bytes in AE editor, feel free to send me a message.
BYTES LIST
-Music- (Mostly used for secret areas)
Byte 1 - 2
Byte 3 - 1
-Soft Landing-
Byte 1 (Active or not) - 0 : Not active - 1 : Active
-Hoist-
Byte 1 (Type) - 0 : Normal - 1 : Climb to an edge (Not sure) - 2 : Offscreen
Byte 3 (Direction) - 0 : Facing left to climb - 1 : Facing right to climb
-LCD Status Board-
Byte 1 (Numb of mud in tunnel/annex/zulag) - Numb of muds you want in your tunnel/annex/zulag
Byte 3 (Visible) - 0 : No - 1 : Yes
-Bird Portal-
Byte 1 (Direction) - 0 : Left - 1 : Right
Byte 3 (Level destination) - If portal type is mud portal then value = 1
Byte 5 (Path destination) - If portal type is mud portal then value = 1
Byte 7 (Cam destination) - If portal type is mud portal then value = 1
Byte 13 (Portal type) - 0 : Abe - 1 : Mud
Byte 15 - 1
Byte 17 - 1
-Mine-
Byte 3 - 22
Byte 5 - 1
-Door-
Byte 1 (Destination level)
Byte 3 (Destination path)
Byte 5 (Destination cam)
Byte 9 (B reference) (I have to test it ingame cause I don't really understand what it is)
Byte 11 - ID
Byte 13 (A reference) (Also need to see what it is ingame)
Byte 19 (Open/Close) - 0 : Open - 1 : Close
Byte 35 (Animation) - Adviced to be 5
Byte 43 - 184
Byte 45 - 120
Byte 17 ; 21 ; 23 ; 25 ; 27 ; 29 ; 31 ; 33 - Always set these to 1, otherwise game will crash
-Electric Wall-
Byte 3 - ID
Byte 5 (Start State) - 0 : Off - 1 : On (not sure)
-Shadow-
Byte 5 ; 7 ; 9 (Shadow Variation) : This is the variation of RGB colors, set them to an equal value to have a black shadow, if the values are near 255 the shadow will be lighter, if near 0 the shadow will be darker
BYTES LIST
-Music- (Mostly used for secret areas)
Byte 1 - 2
Byte 3 - 1
-Soft Landing-
Byte 1 (Active or not) - 0 : Not active - 1 : Active
-Hoist-
Byte 1 (Type) - 0 : Normal - 1 : Climb to an edge (Not sure) - 2 : Offscreen
Byte 3 (Direction) - 0 : Facing left to climb - 1 : Facing right to climb
-LCD Status Board-
Byte 1 (Numb of mud in tunnel/annex/zulag) - Numb of muds you want in your tunnel/annex/zulag
Byte 3 (Visible) - 0 : No - 1 : Yes
-Bird Portal-
Byte 1 (Direction) - 0 : Left - 1 : Right
Byte 3 (Level destination) - If portal type is mud portal then value = 1
Byte 5 (Path destination) - If portal type is mud portal then value = 1
Byte 7 (Cam destination) - If portal type is mud portal then value = 1
Byte 13 (Portal type) - 0 : Abe - 1 : Mud
Byte 15 - 1
Byte 17 - 1
-Mine-
Byte 3 - 22
Byte 5 - 1
-Door-
Byte 1 (Destination level)
Byte 3 (Destination path)
Byte 5 (Destination cam)
Byte 9 (B reference) (I have to test it ingame cause I don't really understand what it is)
Byte 11 - ID
Byte 13 (A reference) (Also need to see what it is ingame)
Byte 19 (Open/Close) - 0 : Open - 1 : Close
Byte 35 (Animation) - Adviced to be 5
Byte 43 - 184
Byte 45 - 120
Byte 17 ; 21 ; 23 ; 25 ; 27 ; 29 ; 31 ; 33 - Always set these to 1, otherwise game will crash
-Electric Wall-
Byte 3 - ID
Byte 5 (Start State) - 0 : Off - 1 : On (not sure)
-Shadow-
Byte 5 ; 7 ; 9 (Shadow Variation) : This is the variation of RGB colors, set them to an equal value to have a black shadow, if the values are near 255 the shadow will be lighter, if near 0 the shadow will be darker