Steffest wrote:wind_time: hmm ... I always thought the wind_time was infinite ... I guess I should check out the EMC editor you pointed out earlier.
i added a few more options for things which i thought would be useful. everything else used a timer (wheel, wonderwall) so i thought wind should too.
i also changed the magic ball to have a 3x3 programmable output because eaters were like that. in my old engine i even had 8 lots of 3x3 output, but i decided it wasnt as useful so it got changed back to 1.
note these changes fully support the original behaviour (set wind time to 9999, make 3x3 all the same object in the ball).
i forget if i made other changes. probably :)
these all have unique codes in the EM binary file format. animations in em are fixed at 8 frames, so longer animations need more codes (so it cycles through the states). exactly like the 3 codes for open exits. holgers (apparently buggy) improvements to the gfx engine could sort of handle it with one code, but then all acid animations would be locked together (eg. you wouldnt be able to have nice patterns)
these are not animations. they are equivalent to decor or the 4 different steel/wall/etc images. these occur in caves from the beginning.
Steffest wrote:Cemerald_force_e and other "force" elements ... hmm
do they also occur as such in cave design data?
these have been there from the beginning but they are really internal codes. however, they have interesting behaviour in themselves and they add something to the game (even though originally i resisted adding them). i extended it to include rolling emeralds & diamonds (as a logical continuation, but not in emc caves).
Steffest wrote:Seems like a very complete list, I'll base the BDCFF on this, trying to differentiate between common EM objects, EMC objects and something like "EM extended" objects, like the different Acid animation steps.
it's enough to play 99% of caves & will be the only objects allowed in my editor (when i get around to coding it).
for _every_ object from emerald mine, look in filter.c in the conv/ source (i'll post it on http://www.geocities.com/atwukonn/
). it is harder to read, but it has every code spelled out. the trouble is there is slight variations between the versions, so if you want to put it in your BDCFF thing, you'll probably need to differentiate between versions (at least kingsoft, v5, v6).
plant springs to mind as being a problem. it is a sort of grey area to when it appeared (ive seen it in pre-v5 caves, but it's not in kingsoft's player).
the copyright letter also. some minor variations that make a big headache for an exact archiving of caves.