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- ** Codes for objects-
- ID Is Char Param Color Special
- --- --------------- ---- --------------- ----- ----------------------------
- 0 Space 32 Curr UNDER
- 1 Normal 178 Curr
- 2 Solid 219 Curr
- 3 Tree 6 10
- 4 Line Var Curr
- 5 Custom Block Par Char Curr
- 6 Breakaway 177 Curr
- 7 Custom Break Par Char Curr
- 8 Boulder 233 7
- 9 Crate 254 6
- 10 Custom Push Par Char Curr
- 11 Box 254 Curr
- 12 Custom Box Par Char Curr
- 13 Fake 178 Curr UNDER
- 14 Carpet 177 Curr UNDER
- 15 Floor 176 Curr UNDER
- 16 Tiles 254 Curr UNDER
- 17 Custom Floor Par Char Curr UNDER
- 18 Web Var 7 UNDER
- 19 Thick Web Var 7 UNDER
- 20 Still Water 176 25 UNDER
- 21 N Water 24 25 UNDER
- 22 S Water 25 25 UNDER
- 23 E Water 26 25 UNDER
- 24 W Water 27 25 UNDER
- 25 Ice Var Anim 59 UNDER
- 26 Lava Var Anim 76 UNDER
- 27 Chest 239 Contents 6 CHAR 160 IN v2.0+
- 28 Gem 4 Curr
- 29 Magic Gem 4 Curr
- 30 Health 3 Amount 12
- 31 Ring 9 Effect 14
- 32 Potion 173 Effect 11 CHAR 150 IN v2.0+
- 33 Energizer 7 Glow 15
- 34 Goop 176 24 v2.0+ LIKE ZZT'S WATER
- 35 Ammo Var Amount 3
- 36 Bomb 11 High or Low 8
- 37 Lit Bomb Var Fuse 8
- 38 Explosion 177 Stage 239
- 39 Key 12 Curr
- 40 Lock 10 Curr
- 41 Door Var Dir/Lock Curr
- 42 Open Door Var Dir/Stage Curr TREAT AS ABOVE FOR CHANGE CMD
- 43 Stairs 240 Destination Curr UNDER, CHAR 162 IN v2.0+
- 44 Cave ("Door") 239 Destination Curr UNDER, CHAR 161 IN v2.0+
- 45 CW Rotate Var Anim Curr
- 46 CCW Rotate Var Anim Curr
- 47 Gate 22 Lock 8
- 48 Open Gate 95 Delay 8 UNDER, CHAR 196 IN v2.0+
- 49 Transport Var Anim/Dir Curr
- 50 Coin 7 14
- 51 N Moving Wall Par Char Curr
- 52 S Moving Wall Par Char Curr
- 53 E Moving Wall Par Char Curr
- 54 W Moving Wall Par Char Curr
- 55 Pouch 229 Contents 7 CHAR 159 IN v2.0+
- 56 Pusher Var Direction Curr
- 57 Slider NS 18 Curr
- 58 Slider EW 29 Curr
- 59 Lazer Var Anim/Dir/Stage Curr
- 60 Lazer Gun 206 Dir/Timing 4
- 61 Bullet Var Dir/Type 15
- 62 Missile Var Dir 8
- 63 Fire Var Anim 12
- 64
- 65 Forest 178 2
- 66 Life Var Anim 13
- 67 Whirlpool 1 54 Destination 31 UNDER, CHAR 151-154 IN v2.0+
- 68 Whirlpool 2 64 Destination 31 UNDER, TREAT AS 1 FOR CHANGE
- 69 Whirlpool 3 57 Destination 31 UNDER, TREAT AS 1 FOR CHANGE
- 70 Whirlpool 4 149 Destination 31 UNDER, TREAT AS 1 FOR CHANGE
- 71 Invis Wall 32 Curr
- 72 Ricochet Panel Var Orientation 9
- 73 Ricochet 42 10
- 74 Mine Var Anim/Radius 12
- 75 Spike Var Dir 8
- 76 Custom Hurt Par Char Curr
- 77 Text Par Char Curr
- 78 Shooting Fire Var Anim/Dir 14
- 79 Seeker Var Anim/Life 10
- 80 Snake 235 Int/Spd/Dir 2
- 81 Eye 236 Int/Spd/Radius 15
- 82 Thief 1 Int/Spd/Steal 12 CHAR 5 IN v2.0+
- 83 Slimeblob 42 Spd/Invnc/Hurts 10
- 84 Runner 2 Spd/Dir/HP 4
- 85 Ghost 234 Int/Spd/Invnc 7
- 86 Dragon 21 Fire/Move/HP 4
- 87 Fish 224 Int/Spd/Hurts 14 PARAM CONT- HP/CurrentAffects
- 88 Shark 94 Int/Fire/Rate 7 CHAR 127 IN v2.0+
- 89 Spider 15 Int/Spd/HP/Web 7 CHAR 149 IN v2.0+
- 90 Goblin 5 Int/Rest 2
- 91 Spitting Tiger 227 Int/Fire/Rate 11
- 92 Bullet Gun Var Dir/Rate/Int 15
- 93 Spinning Gun Var Dir/Rate/Int 15
- 94 Bear 153 Sens/Spd/HP 6 CHAR 172 IN v2.0+
- 95 Bear Cub 148 Int/Mode/Switch 6 CHAR 173 IN v2.0+
- 96
- 97 Missile Gun Var Int/Dir/Rate 8
- 98
- 99
- 100
- 101
- 102
- 103
- 104
- 105
- 106
- 107
- 108
- 109
- 110
- 111
- 112
- 113
- 114
- 115
- 116
- 117
- 118
- 119
- 120
- 121
- 122 Sensor Var ID # Curr
- 123 Robot Pushable Var ID # Curr
- 124 Robot Var ID # Curr
- 125 Sign 226 ID # 8
- 126 Scroll 232 ID # 15
- 127 Player Var 27
- ** Robot program storage format-
- BYTE 1- Number of total bytes in this command, not including this one or
- the final byte which is a repeat of this count.
- A zero here signifies the end of the program.
- A -1 (~0) (0FFh) here signifies the start of the program, and is
- immediatly followed by BYTE 1 of the first command.
- BYTE 2- Command identification code.
- THEN - Command paramters, if any, according to command. Parameters take
- the minimum bytes required for ver 1.0?. For ver 2.00, they are
- all min. 3 bytes- The first byte is a code of n for a string/counter
- of n length or 0 for a numeral, the second/third bytes is the numeral
- or the null-terminated counter/string. Conditions/etc are stored as
- numerals. Even things like directions that fit in one byte take up
- two bytes. Nothing except counters/strings requires more than these
- two bytes, however. The length of a string INCLUDES THE NULL BYTE.
- FINAL - Repeat of BYTE 1 for backwards searching.
- A blank program is 2 bytes long- A -1 then a 0.
- ** Scroll storage format-
- BYTE 1- A 01h. This marks the start of the text.
- MIDDLE- Lines, all terminated with a '\n'. (0Ah) There must be at least
- one line, even if it is just a '\n'.
- LAST - A 00h. This marks the end of the text.
- A blank text is 3 bytes long- A 01h, a '\n', and a 00h.
- ** Command line options-
- Version 1.0? and below-
- -debug : Begin with x/y pos, etc showing (Like Alt-Y within program)
- -ms : Music on SB
- -mp : Music on PC
- -mo : Music off
- -sp : PC speaker sound effects on
- -so : PC speaker sound effects off
- -bios : Use bios for certain functions
- -nomouse: Don't activate mouse
- -mouse : Use mouse even if found
- -prism : Cheat keys
- -ii! : Pro mode
- -keyboard2:Use another method of ending the keyboard handler
- Version 2.0 and above-
- -? : Bring up command line help screen, also done on invalid option
- along with a beep
- -lblah : Loads up blah.mzx at start up (.mzx is optional)
- -nomouse: Don't activate mouse
- -noems : Don't use EMS
- -ega : Use EGA mode even on higher cards
- -keyb2 : Use another method of ending the keyboard handler
- ** Transport destination search algorithim
- 1) Check space on other side of transport- if it is empty or can be pushed
- out of the way, transport to there.
- 2) Check starting at space on other side for a transport of opposite
- orientation or of anydir orientation. The first found that has empty
- on the other side or stuff that can be pushed out of the way on the
- other side is the destination.
- 3) No destination.
- ** Robot command codes-
- Version 1.0?-
- EOC=End-of-cycle (x=yes, Pre=prefix)
- Params-
- [#] Number 0 to 255
- [##] Number 0 to 65535
- [-#] Number from -128 to 127
- [dir] NSEW plus modifiers
- [ch] Character
- [col] Color
- [color/thing/param] Color + Thing + Param
- [color/thing] Color + Thing (no Param)
- [thing] Thing (no Color or Param)
- [str] String
- [!<>=] Equality
- [cond] Condition (often with a direction)
- [item] Item (AMMOS, etc)
- Color can only have ?'s when coupled with a thing. In that case, if
- a ? is present, the high bit of the thing is set. (+128) See later
- section for color coding.
- ID EOC Command
- --- --- -------
- 0 x End
- 1 x Die
- 2 x Wait [#]
- 3 Cycle [#]
- 4 x Go [dir] [#]
- 5 Walk [dir]
- 6 x Become [color/thing/param]
- 7 Char [ch]
- 8 Color [col]
- 9 x Gotoxy [-#] [-#]
- 10 Set [str] [##]
- 11 Inc [str] [##]
- 12 Dec [str] [##]
- 13 Set [str] [str]
- 14 Inc [str] [str]
- 15 Dec [str] [str]
- 16 If [str] [!<>=] [##] [str]
- 17 If [str] [!<>=] [str] [str]
- 18 If [cond] [str]
- 19 If not [cond] [str]
- 20 If any [color/thing] [str]
- 21 If not any [color/thing] [str]
- 22 If [color/thing] [dir] [str]
- 23 If not [color/thing] [dir] [str]
- 24 If [color/thing] [-#] -#] [str]
- 25 If [-#] [-#] [str]
- 26 If [dir] player [color/thing] [str]
- 27 Double [str]
- 28 Half [str]
- 29 Goto [str]
- 30 Send [str] [str]
- 31 x Explode [#]
- 32 Put [color/thing/param] [dir]
- 33 Give [##] [item]
- 34 Take [##] [item]
- 35 Take [##] [item] [str]
- 36 Endgame
- 37 Endlife
- 38 Mod [str]
- 39 Sam [##] [str]
- 40 Volume [#]
- 41 End mod
- 42 End sam
- 43 Play [str]
- 44 End play
- 45 Wait play [str]
- 46 Wait play
- 47 (blank line)
- 48 Sfx [#]
- 49 Play sfx [str]
- 50 Open [dir]
- 51 Lockself
- 52 Unlockself
- 53 Send [dir] [label]
- 54 Zap [str] [#]
- 55 Restore [str] [#]
- 56 Lockplayer
- 57 Unlockplayer
- 58 Lockplayer ns
- 59 Lockplayer ew
- 60 Lockplayer attack
- 61 x Move player [dir]
- 62 x Move player [dir] [str]
- 63 Put player [-#] [-#]
- 64 If player [dir] [str]
- 65 If player not [dir] [str]
- 66 If player [-#] [-#] [str]
- 67 Put player [dir]
- 68 x Go [dir] [str]
- 69 Rotatecw
- 70 Rotateccw
- 71 Switch [dir] [dir]
- 72 Shoot [dir]
- 73 Laybomb [dir]
- 74 Laybomb high [dir]
- 75 Shootmissile [dir]
- 76 Shootseeker [dir]
- 77 Spitfire [dir]
- 78 Lazerwall [dir] [#]
- 79 Put [color/thing/param] [-#] [-#]
- 80 x Die item
- 81 Send [-#] [-#] [str]
- 82 x Copyrobot [str]
- 83 x Copyrobot [-#] [-#]
- 84 x Copyrobot [dir]
- 85 Duplicate self [dir]
- 86 Duplicate self [-#] [-#]
- 87 Bulletn [ch] (In MZX 2.0, changes all bullet n pics)
- 88 Bullets [ch] (In MZX 2.0, changes all bullet s pics)
- 89 Bullete [ch] (In MZX 2.0, changes all bullet e pics)
- 90 Bulletw [ch] (In MZX 2.0, changes all bullet w pics)
- 91 Givekey [col]
- 92 Givekey [col] [str]
- 93 Takekey [col]
- 94 Takekey [col] [str]
- 95 Inc [str] random [##] [##]
- 96 Dec [str] random [##] [##]
- 97 Set [str] random [##] [##]
- 98 Trade [##] [item] [##] [item] [str]
- 99 Send [dir] player [str]
- 100 Put [color/thing/param] [dir] player
- 101 x /[str]
- 102 *[str]
- 103 [[str]
- 104 ?[str];[str]
- 105 ?[str];[str];[str]
- 106 :[str]
- 107 .[str]
- 108 |[str]
- 109 x Teleport player [str] [-#] [-#]
- 110 Scrollview [dir] [#]
- 111 Input string [str]
- 112 If string [str] [str]
- 113 If string not [str] [str]
- 114 If string matches [str] [str]
- 115 Player char [ch] (In MZX 2.0, sets the pic for all four directions)
- 116 %[str]
- 117 &[str]
- 118 x Move all [color/thing] [dir]
- 119 x Copy [-#] [-#] [-#] [-#]
- 120 Set edge color [col]
- 121 Board [dir] [str]
- 122 Board [dir] none
- 123 Char edit [ch] [#] [#] [#] [#] [#] [#] [#] [#] [#] [#] [#] [#] [#] [#]
- 124 Become pushable
- 125 Become nonpushable
- 126 Blind [#]
- 127 Firewalker [#]
- 128 Freezetime [#]
- 129 Slowtime [#]
- 130 Wind [#]
- 131 Avalance
- 132 x Copy [dir] [dir]
- 133 Become lavawalker
- 134 Become nonlavawalker
- 135 Change [color/thing] [color/thing/param]
- 136 Playercolor [col]
- 137 Bulletcolor [col] (In MZX 2.0, changes all bullet colors)
- 138 Missilecolor [col]
- 139 Message row [#]
- 140 Pre Rel self
- 141 Pre Rel player
- 142 Pre Rel counters
- 143 Change char id [##] [ch] (Not param checked or doc'd until MZX 2.0)
- 144 Jump mod order [#]
- 145 Ask [str]
- 146 Fillhealth
- 147 Change thick arrow char [dir] [ch]
- 148 Change thin arrow char [dir] [ch]
- 149 Set maxhealth [##]
- 150 Save player position (In MZX 2.0, saves to position 1)
- 151 Restore player position (In MZX 2.0, uses position 1)
- 152 Exchange player position (In MZX 2.0, saves to position 1)
- 153 Set mesg column [#]
- 154 Center mesg
- 155 Clear mesg
- 156 Resetview
- 157 Sam [##] [#]
- 158 Volume [str]
- 159 Scrollbase color [col]
- 160 Scrollborder color [col]
- 161 Scrolltitle color [col]
- 162 Scrollpointer color [col]
- 163 Scrollarrow color [col]
- 164 Viewport [#] [#] (Not param checked until MZX 2.0)
- 165 Viewport size [#] [#] (Not param checked until MZX 2.0)
- 166 Set mesg column [str]
- 167 Message row [str]
- Version 2.00-
- EOC=End-of-cycle (x=yes, Pre=prefix, ODT=Outdated and NOT SUPPORTED since it
- can be translated into another command, *=would be nice to seperate into
- multiple words, g=works different/unpredictably for a global robot) The
- ODT's may be replaced with new commands at a later date.
- Params-
- [##] Number 0 to 65535 OR a counter (can be converted from a color, char,
- or param)
- [-#] Number from -32768 to 32768 OR a counter (can be converted)
- [ch] Character OR a counter (can be converted from a color, param, or num)
- [col] Color OR a counter (can be converted from a char, param, or num)
- [dir] NSEW plus modifiers
- [color/thing/param] Color + Thing + Param <- OR a counter/char/color/num
- [str] String (often a counter)
- [!<>=] Equality
- [cond] Condition (often with a direction)
- [item] Item (AMMOS/AMMO, GEMS/GEM, etc)
- Color can only have ?'s when coupled with a thing OR used in the overlay
- put command. In that case, if a ? is present, the +256 bit of the color
- is set. See later section for color coding.
- A param of 256 means "any param" or p??.
- ID EOC Command
- --- --- -------
- 0 x End
- 1 x Die
- 2 x Wait [##]
- 3 Cycle [##]
- 4 x g Go [dir] [##]
- 5 g Walk [dir]
- 6 x g Become [color/thing/param]
- 7 g Char [ch]
- 8 g Color [col]
- 9 x g Gotoxy [-#] [-#]
- 10 Set [str] [##]
- 11 Inc [str] [##]
- 12 Dec [str] [##]
- 13 ODT Set [str] [str]
- 14 ODT Inc [str] [str]
- 15 ODT Dec [str] [str]
- 16 If [str] [!<>=] [##] [str]
- 17 ODT If [str] [!<>=] [str] [str]
- 18 g If [cond] [str]
- 19 g If not [cond] [str]
- 20 If any [color/thing/param] [str] (different)
- 21 If no [color/thing/param] [str] (different)
- 22 If [color/thing/param] [dir] [str] (different)
- 23 If not [color/thing/param] [dir] [str] (different)
- 24 If [color/thing/param] [-#] -#] [str] (different)
- 25 g If [-#] [-#] [str]
- 26 If [dir] player [color/thing/param] [str] (different)
- 27 Double [str]
- 28 Half [str]
- 29 Goto [str]
- 30 Send [str] [str]
- 31 x g Explode [##]
- 32 g Put [color/thing/param] [dir]
- 33 Give [##] [item]
- 34 Take [##] [item]
- 35 Take [##] [item] [str]
- 36 * Endgame
- 37 * Endlife
- 38 Mod [str]
- 39 Sam [##] [str]
- 40 Volume [##]
- 41 End mod
- 42 End sam
- 43 Play [str]
- 44 End play
- 45 Wait play [str]
- 46 Wait play
- 47 (blank line)
- 48 Sfx [##]
- 49 Play sfx [str]
- 50 g Open [dir]
- 51 * Lockself
- 52 * Unlockself
- 53 g Send [dir] [label]
- 54 Zap [str] [##]
- 55 Restore [str] [##]
- 56 * Lockplayer
- 57 * Unlockplayer
- 58 * Lockplayer ns
- 59 * Lockplayer ew
- 60 * Lockplayer attack
- 61 x Move player [dir]
- 62 x Move player [dir] [str]
- 63 Put player [-#] [-#]
- 64 ODT If player [dir] [str] (Becomes If [cond=touching] [dir] [str])
- 65 ODT If player not [dir] [str] (Becomes If not [cond=touching] [dir] [str])
- 66 If player [-#] [-#] [str]
- 67 g Put player [dir]
- 68 x g Try [dir] [str]
- 69 * g Rotatecw
- 70 * g Rotateccw
- 71 g Switch [dir] [dir]
- 72 g Shoot [dir]
- 73 * g Laybomb [dir]
- 74 * g Laybomb high [dir]
- 75 * g Shootmissile [dir]
- 76 * g Shootseeker [dir]
- 77 * g Spitfire [dir]
- 78 * g Lazerwall [dir] [##]
- 79 Put [color/thing/param] [-#] [-#]
- 80 x g Die item
- 81 Send [-#] [-#] [str]
- 82 x * Copyrobot [str]
- 83 x * Copyrobot [-#] [-#]
- 84 x*g Copyrobot [dir]
- 85 g Duplicate self [dir]
- 86 Duplicate self [-#] [-#]
- 87 Bulletn [ch] (In MZX 2.0, changes ALL bullet n pics)
- 88 Bullets [ch] (In MZX 2.0, changes ALL bullet s pics)
- 89 Bullete [ch] (In MZX 2.0, changes ALL bullet e pics)
- 90 Bulletw [ch] (In MZX 2.0, changes ALL bullet w pics)
- 91 * Givekey [col]
- 92 * Givekey [col] [str]
- 93 * Takekey [col]
- 94 * Takekey [col] [str]
- 95 Inc [str] random [##] [##]
- 96 Dec [str] random [##] [##]
- 97 Set [str] random [##] [##]
- 98 Trade [##] [item] [##] [item] [str]
- 99 Send [dir] player [str]
- 100 Put [color/thing/param] [dir] player
- 101 x /[str]
- 102 *[str]
- 103 [[str]
- 104 ?[str];[str]
- 105 ?[str];[str];[str]
- 106 :[str]
- 107 .[str]
- 108 |[str]
- 109 x Teleport player [str] [-#] [-#]
- 110 * Scrollview [dir] [##]
- 111 Input string [str]
- 112 If string [str] [str]
- 113 If string not [str] [str]
- 114 If string matches [str] [str]
- 115 Player char [ch] (In MZX 2.0, sets the pic for all four directions)
- 116 %[str]
- 117 &[str]
- 118 x Move all [color/thing/param] [dir] (different)
- 119 x Copy [-#] [-#] [-#] [-#]
- 120 Set edge color [col]
- 121 Board [dir] [str]
- 122 Board [dir] none
- 123 Char edit [ch] [##] [##] [##] [##] [##] [##] [##] [##] [##] [##] [##] [##] [##] [##]
- 124 g Become pushable
- 125 g Become nonpushable
- 126 Blind [##]
- 127 Firewalker [##]
- 128 * Freezetime [##]
- 129 * Slowtime [##]
- 130 Wind [##]
- 131 Avalance
- 132 x g Copy [dir] [dir]
- 133 g Become lavawalker
- 134 g Become nonlavawalker
- 135 Change [color/thing/param] [color/thing/param] (Diff. from ver 1.0?)
- 136 * Playercolor [col]
- 137 * Bulletcolor [col] (In MZX 2.0, changes all bullet colors)
- 138 * Missilecolor [col]
- 139 Message row [##]
- 140 Pre Rel self (In MZX 2.0, unpredictable/useless for use w/global robot)
- 141 Pre Rel player
- 142 Pre Rel counters
- 143 Change char id [##] [ch] (Not param checked or doc'd until MZX 2.0)
- 144 Jump mod order [##]
- 145 Ask [str]
- 146 * Fillhealth
- 147 Change thick arrow char [dir] [ch]
- 148 Change thin arrow char [dir] [ch]
- 149 * Set maxhealth [##]
- 150 Save player position (In MZX 2.0, saves to position 1)
- 151 Restore player position (In MZX 2.0, uses position 1)
- 152 Exchange player position (In MZX 2.0, uses position 1)
- 153 Set mesg column [##]
- 154 Center mesg
- 155 Clear mesg
- 156 * Resetview
- 157 Sam [##] [##]
- 158 ODT Volume [str]
- 159 * Scrollbase color [col]
- 160 * Scrollcorner color [col] (Diff. from MZX 1.03)
- 161 * Scrolltitle color [col]
- 162 * Scrollpointer color [col]
- 163 * Scrollarrow color [col]
- 164 Viewport [##] [##] (Not param checked until MZX 2.0)
- 165 Viewport size [##] [##] (Not param checked until MZX 2.0)
- 166 ODT Set mesg column [str]
- 167 ODT Message row [str]
- 168 Save player position [##]
- 169 Restore player position [##]
- 170 Exchange player position [##]
- 171 Restore player position [##] duplicate self
- 172 Exchange player position [##] duplicate self
- 173 Player bulletn [ch]
- 174 Player bullets [ch]
- 175 Player bullete [ch]
- 176 Player bulletw [ch]
- 177 Neutral bulletn [ch]
- 178 Neutral bullets [ch]
- 179 Neutral bullete [ch]
- 180 Neutral bulletw [ch]
- 181 Enemy bulletn [ch]
- 182 Enemy bullets [ch]
- 183 Enemy bullete [ch]
- 184 Enemy bulletw [ch]
- 185 * Player bulletcolor [col]
- 186 * Neutral bulletcolor [col]
- 187 * Enemy bulletcolor [col]
- 188
- 189
- 190
- 191
- 192
- 193 Pre Rel self first (Unpredictable/useless for use w/global robot)
- 194 Pre Rel self last (Unpredictable/useless for use w/global robot)
- 195 Pre Rel player first
- 196 Pre Rel player last
- 197 Pre Rel counters first
- 198 Pre Rel counters last
- 199 Mod fade out
- 200 Mod fade in [str]
- 201 x Copy block [-#] [-#] [##] [##] [-#] [-#]
- 202 Clip input
- 203 g Push [dir]
- 204 Scroll char [ch] [dir]
- 205 Flip char [ch] [dir]
- 206 Copy char [ch] [ch]
- 207
- 208
- 209
- 210 Change sfx [##] [str]
- 211 Color intensity [##] percent
- 212 Color intensity [##] [##] percent
- 213 x Color fade out
- 214 x Color fade in
- 215 Set color [##] [##] [##] [##]
- 216 Load char set [str]
- 217 Multiply [str] [##]
- 218 Divide [str] [##]
- 219 Modulo [str] [##]
- 220 Player char [dir] [ch]
- 221
- 222 Load palette [str]
- 223
- 224 Mod fade [##] [##] (target/speed)
- 225 * Scrollview [-#] [-#]
- 226 x Swap world [str]
- 227 * If alignedrobot [str] [str]
- 228
- 229 * Lockscroll
- 230 * Unlockscroll
- 231 If first string [str] [str]
- 232 Persistent go [str] (waits until it can move then moves)
- 233 Wait mod fade
- 234
- 235 Enable saving
- 236 Disable saving
- 237 * Enable sensoronly saving
- 238 Status counter [##] [str]
- 239 Overlay on
- 240 Overlay static
- 241 Overlay transparent
- 242 Put [col] [ch] overlay [-#] [-#]
- 243 x Copy overlay block [-#] [-#] [##] [##] [-#] [-#]
- 244
- 245 Change overlay [col] [ch] [col] [ch]
- 246 Change overlay [col] [col]
- 247 Write overlay [col] [str] [-#] [-#]
- 248
- 249 INTERNAL USE (temporary use for box messages)
- 250
- 251 Loop start
- 252 Loop [##]
- 253 Abort loop
- 254 Disable mesg edge
- 255 Enable mesg edge
- ** Color words-
- 00 Black
- 01 Dark Blue
- 02 Dark Green
- 03 Dark Cyan
- 04 Dark Red
- 05 Dark Purple
- 06 Brown
- 07 Light Gray
- 08 Dark Gray
- 09 Blue
- 10 Green
- 11 Cyan
- 12 Red
- 13 Purple
- 14 Yellow
- 15 White
- ** Conditions-
- Walking [dir]
- Swimming
- Firewalking
- Touching [dir]
- Blocked [dir]
- Aligned
- Alignedns
- Alignedew
- Lastshot [dir]
- Lasttouch [dir]
- Rightpressed
- Leftpressed
- Uppressed
- Downpressed
- Spacepressed
- Delpressed
- Musicon
- Pcsfxon
- ** Auto labels-
- THUD, TOUCH, BOMBED, KEYA-Z, INVINCO, PUSHED, EDGE, ENEMYSHOT, PLAYERSHOT,
- NEUTRALSHOT, SHOT, PLAYERHIT, SENSORON, SENSORTHUD.
- MZX 2.0- KEY1-9, SPITFIRE, JUSTLOADED, JUSTENTERED, SENSORPUSHED, LAZER,
- GOOPTOUCHED, PLAYERHURT.
- ** Auto counters- (* = Robot specific)
- GEMS, AMMO, LOBOMBS, HIBOMBS, COINS, LIVES, HEALTH, TIME, INVINCO, INPUT,
- INPUTSIZE, KEY, BULLETTYPE*, PLAYERDIST*, HORIZPLD*, VERTPLD*.
- MZX 2.0- SCORE, THISX*, THISY*, TIMERESET, LOOPCOUNT*, PLAYERLASTDIR,
- PLAYERFACEDIR.
- Special- XPOS, YPOS (for REL COUNTERS) These are still global.
- ** Directions-
- IDLE (0)
- NORTH, N, UP (1)
- SOUTH, S, DOWN (2)
- EAST, E, RIGHT (3)
- WEST, W, LEFT (4)
- RANDNS (5)
- RANDEW (6)
- RANDNE (7)
- RANDNB (8)
- SEEK (9)
- RANDANY (10)
- BENEATH, UNDER (11)
- ANYDIR (12)
- FLOW (13)
- NODIR (14)
- RANDB (15)
- RANDP (+16)
- CW (+32)
- OPP (+64)
- RANDNOT (+128)
- ** Equalitys-
- = or == (equal to)
- != or <> or >< (not equal to)
- > (greater than)
- < (less than)
- >= or => (greater than or equal to)
- <= or =< (less than or equal to)
- ** Color coding-
- W/o ?-
- Low nybble foreground (0-15)
- High nybble background (0-15)
- With ?-
- Check to see if bit for ? is set (In 1.0? robots, this is the high bit of
- the following thing code. Otherwise, it is +256.) If not, color is same as
- above. Otherwise- 0 through 15 stand for a specific foreground color with
- unknown background color. 16 through 31 stand for a specific background
- color (the number minus 16) with unknown foreground color. 32 stands for
- unknown background and unknown foreground both.
- ** Sound effects numbers and codings- (version 1.0?) (See v2.00 editor for
- changes to game over and death sfx)
- Num String Is
- --- ---------------------------------------------------- ------------------
- 0 t5c-gec-gec Gem
- 1 t5c-gec-gec Magic Gem
- 2 tcge-zcge Health
- 3 t-c+c+c-g-g-g Ammo
- 4 t6a#a#zx Coin
- 5 t-cegeg+c-g+cecegeg+c Life
- 6 t-cc#dd#e Lo Bomb
- 7 tcc#dd#e Hi Bomb
- 8 t4gec-g+ec-ge+c-gec Key
- 9 t-gc#-a#a Full Keys
- 10 tceg+c-eg+ce-g+ceg Unlock
- 11 s1a#z+a#-a#x Can't Unlock
- 12 t-a-a+e-e+c-c Invis. Wall
- 13 zax Forest
- 14 t0a#+a#-a#b+b-b Gate Locked
- 15 t0a+a-a+a-a Opening Gate
- 16 t-g+g-g+g+g-g+g-g-g+g-g-tg+g Invinco Start
- 17 sc-cqxsg-g+a#-a#xx+g-g+a#-a# Invinco Beat
- 18 sc-cqxsg-g+f-f+d#-d#+c-ca#-a#2c-c Invinco End
- 19 t0g+g-gd#+d#-d# Door locked
- 20 t0g+gd#+d# Door opening
- 21 tc-zgd#c-gd#c Hurt
- 22 ta-a-a+a-a-a AUGH!
- 23 t+c-gd#cgd#c-g+d#c-g+d#c-gd#+c-gd#cgd#c-g+d#c-gd#+c Death
- -gd#cgd#c-g+d#c-gc-gd#g+c
- 24 sc-cqxsa#-a#++c-c+q.xsd#-d#qxsa#-a#++c-cq.xs+c-cqxs Game over
- a#-a#++c-c+q.xsd#-d#qxs+f-f+c-cq.xs
- 25 t0c+c-c+c-c Gate closing
- 26 t1d#x Push
- 27 t2c+c+c2d#+d#+d#2g+g+g3cd#g Transport
- 28 z+c-c Shoot
- 29 t1a+a+a Break
- 30 t-af#-f#a Out of ammo
- 31 t+f# Ricochet
- 32 s-d-d-d Out of bombs
- 33 tc-aec-a Place bomb (lo)
- 34 t+c-aec-a Place bomb (hi)
- 35 t+g-ege-ege Switch bomb type
- 36 t1c+c0d#+d#-g+g-c# Explosion
- 37 t2cg+e+c2c#g#+f+c#2da+f#+d2d#a#+g+d# Entrance
- 38 tcge+c-g+ecge+c-g+ec Pouch
- 39 zcd#gd#cd#gd#cd#gd#cd#gd#cfg#fcfg#fcfg#fcfg#fcga#gc Ring/potion
- ga#gcga#gcga#gs+c
- 40 z-a-a-aa-aa Empty chest
- 41 t1c+c-c#+c#-d+d-d#+d#-e+e-ec Chest
- 42 tc-gd#c-zd#gd#c Out of time
- 43 zc-d#g-cd# Fire ouch
- 44 tcd#g+cd#g Stolen gem
- 45 z1d#+d#+d# Enemy HP down
- 46 z0ca#f+d#cf# Dragon fire
- 47 tcg+c-eda+d-f#eb+e-g# Scroll/sign
- 48 See editor in v2.00 Goop touch (v2.0+)
- ** Codes for variables, etc-
- Overlay off 0
- Overlay on 1
- Overlay static 2
- Overlay transparent 3
- Explosion leave space 0
- Explosion leave ash 1
- Explosion leave fire 2
- Can save 0
- Can't save 1
- Can save only on a sensor 2
- Forest becomes empty 0
- Forest becomes floor 1
- Fire burns limited 0
- Fire burns forever 1
- Code for no board 255
- Code for no endgame board 128 (255 in MZX v2.0+)
- Code for death to restart 128 (255 in MZX v2.0+)
- Code for death to be same pos 129 (254 in MZX v2.0+)
- Player bullet 0
- Neutral bullet 1
- Enemy bullet 2
- Directions SEE ABOVE
- Colors SEE ABOVE
- Simple direction, N 0
- Simple direction, S 1
- Simple direction, E 2
- Simple direction, W 3
- Simple direction -> Complex Add 1
- Complex direction -> Simple Subtract 1
- Horizontal 0
- Vertical 1
- No key (key array) 127
- No time limit 0
- No protection 0
- Protection from saving 1
- Protection from editing 2
- Protection from everything 3
- Size of full pathname holders 129
- Other variable codes are not important or are only internal and will not
- carry over to MZX 2.0.
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