Metatiles: Difference between revisions

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== Metatiles and the Editor ==
== Metatiles and the Editor ==


In [[Return to Wonderland]], the level editor includes all normal tiles that are shown in the game. You can create odd Metatiles by [[Hex Editing]]. Metatiles are tiles that do not behave like normal tiles and cannot be found in the editor. There are over 50 Metatiles in RTW. One metatile exists currently in [[Wonderland Adventures]].
In [[Return to Wonderland]], the level editor includes all normal tiles that are shown in the game. You can create odd Metatiles by [[Hex Editing]]. Metatiles are tiles that do not behave like normal tiles and cannot be found in the editor. There are over 300 Metatiles in Return to Wonderland. One metatile exists currently in [[Wonderland Adventures]].


== Inserting Metatiles Into Levels ==
== Inserting Metatiles Into Levels ==


If a level that you're making will contain Metatiles, they should be added last because if the editor attempts to read the Hex ID of the Metatiles, the editor won't recognize the alien tile and will come up with a [[Memory Access Violation]]. It is recommended to place tiles you'd recognize to replace with Metatiles.
If a level that you're making will contain Metatiles, they should be added last because if the editor attempts to read the Hex ID of the Metatiles, the editor won't recognize the alien tile and will usually come up with a [[Memory Access Violation]]. It is recommended to place tiles you'd recognize to replace with Metatiles.
   
   
To change a tile to a Metatile, open up XVI32 and look at the data. The tiles are read in two bytes, followed by some 0's. Eg: 64 00 00 00 2C 01 00 00 64 00 00 00.... 2C 01 represents a water tile. If you want to change this to invisible water, change 2C 01 to 2D 01. Be careful, because you might change something wrong, causing the level to be designed the way you didn't want it. To see the tile IDs, look at the Metatile list found by the bottom of the page.
To change a tile to a Metatile, open up XVI32 and look at the data. The tiles are read in two bytes, followed by some 0's. Eg: 64 00 00 00 2C 01 00 00 64 00 00 00.... 2C 01 represents a water tile. If you want to change this to invisible water, change 2C 01 to 2D 01. Be careful, because you might change something wrong, causing the level to be designed the way you didn't want it. To see the tile IDs, look at the Metatile list found by the bottom of the page.
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There are only 4 normal spike speeds in Return to Wonderland. However, the spikes are formatted to go all the way up to speed 95. Break tiles are also programmed like this and can withstand up to 94 steps. There are copies of most Metatiles. Tiles that haven't been programmed are just walkable empty space tiles. Since tiles are read in two bytes, there are 65,536 tiles.
There are only 4 normal spike speeds in Return to Wonderland. However, the spikes are formatted to go all the way up to speed 95. Break tiles are also programmed like this and can withstand up to 94 steps. There are copies of most Metatiles. Tiles that haven't been programmed are just walkable empty space tiles. Since tiles are read in two bytes, there are 65,536 tiles.
The most unusual and interesting tile is [[38 08]].
   
   
== Tile List ==
== Tile List ==
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00 00: Empty.
00 00: Empty.
   
   
00 02: Switching [[Conveyor]] 2 that starts pointing north.
00 02: Switching [[Conveyor Belts|Conveyor]] 2 that starts pointing north.
   
   
00 07: Transporter that you can only push things onto. When it moves, it makes invisible walls on its trail (i.e. any tiles that are passed by the transporter will act like a [[Wall]]). When it moves, it will not stop until it reaches the level border or an object.
00 07: [[Transporters|Transporter]] that you can only push things onto. When it moves, it makes invisible [[Wall|Walls]] on its trail (i.e. any tiles that are passed by the transporter will act like a Wall). When it moves, it will not stop until it reaches the level border or an object.
   
   
01 02: Switching conveyor 2 that starts pointing east.
01 02: Switching conveyor 2 that starts pointing east.
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05 07: Transporter that you can only push things onto. When it moves, it makes invisible trampolines on its trail. When it moves, it will not stop until it reaches the level border or an object. Any tiles that are passed by the transporter will act like a trampoline.
05 07: Transporter that you can only push things onto. When it moves, it makes invisible trampolines on its trail. When it moves, it will not stop until it reaches the level border or an object. Any tiles that are passed by the transporter will act like a trampoline.
   
   
08 02: Appears as an empty tile at first, but changes into a south-pointing switching conveyor after stepping over it.
08 02: Appears as an [[Empty Space|empty tile]] at first, but changes into a south-pointing switching conveyor after stepping over it.
   
   
08 07: [[Trampoline]]
08 07: [[Trampolines|Trampoline]]
   
   
09 02: Appears as an empty tile at first, but changes into a west-pointing switching conveyor after stepping over it.
09 02: Appears as an empty tile at first, but changes into a west-pointing switching conveyor after stepping over it.
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1B 02: Appears as an empty tile at first, but will send you west and change into an east-pointing switching conveyor after stepping over it.
1B 02: Appears as an empty tile at first, but will send you west and change into an east-pointing switching conveyor after stepping over it.
   
   
20 01: Appears as an empty tile. Acts like a wall. Can block fireballs.
20 01: Appears as an empty tile. Acts like a wall. Can block [[fireballs]].
   
   
20 03: North-facing cannon speed 1.
20 03: North-facing cannon speed 1.