Open Aeva opened 7 years ago
I started refactoring the project so that the .nw and .graal parsers all use a common base class (see issue #5).
I'm going to be continuing development on this in the "refactor" branch now, until it's mature enough to merge back into master. changes have been merged into master.
The first 32 tiles parsed from the test map looks like this... seems... wrong :| 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 512, 513, 514, 3, 516, 517, 518, 519, 520, 521, 522, 11, 524, 525, 526, 527
From poking around with a hex editor, the following is immediately apparent:
GR-V1.03
chr(10)
seems to maybe be used as a delimiter.I found this page, which has some code that claims to be able to decode the level data,
but in reading through it, it doesn't seem like it should work at all - only 3 bits are left over in each "code", which is very much not enough space for the actual sprite index.edit they're being clever with loops.Perhaps the useful take-aways from that link are this:
To take a wild guess, I think a plausible version of this is: