Modify maps a bit

This commit is contained in:
Miloslav Ciz 2025-04-01 14:55:33 +02:00
parent 50c03623a4
commit d84c23b9b7
3 changed files with 12 additions and 5 deletions

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@ -1,5 +1,9 @@
=========== GENERAL ============== =========== GENERAL ==============
- Try doing the bouncy car body? Just keep a point and its velocity, change
its velocity by a proportion of car's velocity change (this minus prev.
frame), then offset car body by this. However we'll also have to transform
inbetween world space and model space.
- Consider better input handling in SDL? Currently it just detects presses on - Consider better input handling in SDL? Currently it just detects presses on
the exact frame, so a press can be missed. But how tho? the exact frame, so a press can be missed. But how tho?
- Try to mess with car weight? - Try to mess with car weight?
@ -53,7 +57,7 @@
- replay validation - replay validation
- make the racing module usable by itself, e.g. to allow making tools for - make the racing module usable by itself, e.g. to allow making tools for
verifying replays etc., i.e. make the module measure time, count checkpoints verifying replays etc., i.e. make the module measure time, count checkpoints
etc. etc. DONE?
- allow slowing down in air like in TM? - allow slowing down in air like in TM?
lower memory) lower memory)
- at the end check error handling, make sure the game handles garbage data in - at the end check error handling, make sure the game handles garbage data in

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@ -189,7 +189,7 @@ static const char *LCR_internalDataFile =
":*v9h:+v8r:+j2K:+F3r:+l3m:!C1p" ":*v9h:+v8r:+j2K:+F3r:+l3m:!C1p"
// MAP 3: // MAP 3:
"#MLC3;4321 1" "#MLC3;4321 2"
":*qrt:!o1y:!o1z:+Wsz" ":*qrt:!o1y:!o1z:+Wsz"
// start box: // start box:
":=mqr:f96d:xnrs:f74b:^mvrJ:f11d:^uvrL:f11d" ":=mqr:f96d:xnrs:f74b:^mvrJ:f11d:^uvrL:f11d"
@ -220,6 +220,7 @@ static const char *LCR_internalDataFile =
":=Urw2:f516" // dirt ":=Urw2:f516" // dirt
":|Ysw2J:f11k" // fence ":|Ysw2J:f11k" // fence
":=vrK1:f713" ":=vrK1:f713"
":AW0y:f1r1:AW0M:f1r1:Ap0M:f1r1" // bottom pillars
// loop: // loop:
":]FsNJ:f113:|FtNJ:f113" ":]FsNJ:f113:|FtNJ:f113"
":]FwNJ-:f113:|FvNJ-:f113" ":]FwNJ-:f113:|FvNJ-:f113"
@ -270,14 +271,14 @@ static const char *LCR_internalDataFile =
":=Pny:f121" ":=Pny:f121"
// finish platform: // finish platform:
":=n0w:f516:=o0y1:=o0z1" ":=n0w:f516:=o0y1:=o0z1"
":Ap1x2L:f141:Aq1w2L:f141:Ap1w2J:f141" ":Ap1x2L:f1p1:Aq1w2L:f141:Ap1w2J:f141"
":Ap1A2:f141:Aq1B2:f141:Ap1B2I:f141" ":Ap1A2:f1p1:Aq1B2:f141:Ap1B2I:f141"
// heart: // heart:
":\\3031I:\\3021|:=4021:n4031L:A4011J" ":\\3031I:\\3021|:=4021:n4031L:A4011J"
":\\6031I|:\\6021:=5021:n5031I:A5011" ":\\6031I|:\\6021:=5021:n5031I:A5011"
// MAP 4: // MAP 4:
"#MLC4;4321 0" "#MLC4;4321 1"
// overall structure: // overall structure:
":=000:f53a:x111:f424:x116:f323" ":=000:f53a:x111:f424:x116:f323"
":)115L:)315J:)125L-:)325J-:x215:f121" // start door ":)115L:)315J:)125L-:)325J-:x215:f121" // start door

2
data
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@ -121,3 +121,5 @@ details
#BLC4; #BLC4;
#RLCtiny1;00LCtiny1;7e39e006 0000387:0251:02b9:0031:0169:0031:0149:0061:0059:0051:0019:0031:0099:0021:00d3:0041:0073:0041:0073:00a1:0033:0027:0016:0042:0046:00a2:00a3:0082:0073:0032:0033:0052:0043:0021:00f9:0031:0109:0011:00b5:0021:0039:0041:0139:0021:0109:0031:00c9:0011:0053:0031 #RLCtiny1;00LCtiny1;7e39e006 0000387:0251:02b9:0031:0169:0031:0149:0061:0059:0051:0019:0031:0099:0021:00d3:0041:0073:0041:0073:00a1:0033:0027:0016:0042:0046:00a2:00a3:0082:0073:0032:0033:0052:0043:0021:00f9:0031:0109:0011:00b5:0021:0039:0041:0139:0021:0109:0031:00c9:0011:0053:0031
#BLCtiny1; #BLCtiny1;
#RLC3;00LC3;29bfc2bc 0000697:0011:0169:0021:0130:0014:01c1:01e3:00b1:0073:0041:0073:0031:0063:0031:0053:0051:0163:0031:0053:0031:0053:0051:0079:0101:0033:0081:00c9:0031:0113:0041:00f3:0061:0033:0061:00a3:0041:0063:0021:0023:0021:0079:0071:0033:0051:0043:00c1:00d3:0121:0059:0031:00d9:0050:0038:001c:00c0:0012:0023:0111:0020:0018:003c:0100:0012:0043:0141:0050:004c:0110:0022:0023:0131:0059:00b1:0023:00c1:0099:0021:0225:0041:0290:0034:0080:0041
#BLC3;