1
It's the file format for new levels :-
3
Symbol | Data | Additional Data
4
------------------------------------------------
6
O Wall | It's the white wall.
10
q Fat wall | It's the fat bricked red wall.
11
p Round Wall | It's the circular orange wall.
12
P Boulder Wall | It's the boulder like blue wall.
13
s Square Wall | It's the square yellow wall.
14
S Lattice Wall | It's the lattice purple wall.
26
& Teleport | teleportgroup.teleportid (teleportgroup is 1 based and teleportid is 0 based)
27
@ Bear | Bears will follow the left-hand maze traversal rule and initial direction is important.
28
* Black bear | Black bears will follow the right-hand maze traversal rule and initial direction is important.
29
^ Bird | direction.direction2.shooting
31
} Gun | direction.direction2.shottype.moveable.rotateable.randomrotateable (if shottype is 2 then it's a blaster)
32
M Magnet | direction (correct values 0 and 2 only)
33
= Barrier | direction (correct values 0 and 2 only)
39
All comments up until the [name] and [last_level] tags are ignored.
44
The [name] tag: A name for the pack e.g. MyLevels-01 (up to 11 letters and no spaces).
46
The [last_level] tag: The number of levels in the pack.
48
The [default_level_colour] tag: A default level colour that can be used throughout the
49
entire pack if any or all individual level [colour] tags are undefined; OPTIONAL.
51
The [notes] tag: Notes about the entire level pack; OPTIONAL.
56
The [level] tag: Level number.
58
The [colour] tag: Hexadecimal RGB background colour. If this is missing then the colour
59
will come from the [default_level_colour] if defined; OPTIONAL.
61
The [size] tag: Map width, map height.
63
The [author] tag: The author of the level; OPTIONAL.
65
The [notes] tag: Notes about the level; OPTIONAL.
67
The [data] tag: Object identifiers for the complete map (see the list above for the
70
The [additional] tag: This is where additional data is placed that describes the behaviour
71
of certain objects if applicable.
73
The first number is the object (lines) count. Following this is a line for each object.
74
All the objects start with an x position, a y position and a symbol from the above list
75
followed by any number of additional parameters depending on which object it is describing.
77
Teleport example: 13.2.&.1.0 would give you a teleport at 13x 2y with 7.2.&.1.1 giving
78
you it's first group partner at 7x 2y (there could be other teleports that are part of
79
this group and they would be 1.2, 1.3 etc. If you want another group somewhere else then
80
the first teleport would be 2.0, its first partner 2.1 and so on.
82
Gun example: 13.10.}.1.1.1.0.0.0 (looks scary but it isn't :) ) would give you a gun at
83
13x 10y which has direction (is facing) south (0=east|1=south|2=west|3=north). The next
84
value (1) describes the direction in which the gun is moving if moveable. The next value
85
(1) states that this is a solid laser (0=burst|1=solid|2=blaster). The next value (0)
86
describes this gun as unmoveable (0=unmoveable|1=moveable) with the last two zeros stating
87
non-rotateable and non-random-rotateable.
89
The bear follows the left-hand maze traversal rule and will go left if possible else it'll
90
go forward. You can think of this as when it's going clockwise it's pushing outwards and
91
when going anti-clockwise it's pulling inwards.
93
The black bear follows the right-hand maze traversal rule and will go right if possible
94
else it'll go forward. You can think of this as when it's going clockwise it's pulling
95
inwards and when going anti-clockwise it's pushing outwards.
97
The initial positioning and/or direction of both bears is important. If neither of them
98
have entries in this section then their default direction will be 0 (east) and this may
99
suffice depending on where they are placed.
101
The bird has a movement direction, a shot direction and 0 or 1 describing if it is shooting
104
The magnets and the barriers have a direction of 0 (east) and 2 (west) only.
106
The [end] tag: Defines the end of the level data.
117
[default_level_colour]
122
Added 4 levels missing from RobboVI.
123
Level 35: Added additional data for 2 BEAR_B and 1 BEAR so that they start in their intended directions.
124
Level 57: I had to modify the gun at 1.15 as it was a blaster in the original Atari Robbo. In GNU Robbo the blaster consumes things and didn't explode the bomb leaving Robbo 1 bullet short.
125
Level 57: Both birds in the final tunnel cannot be killed with just one remaining bullet so I added a bomb at 15.15.
126
*THIS SET IS COMPLETE NOW*
138
Notes relating to this level can go here.
290
Removed a life from 1.13
513
Removed a life from 13.30
733
Removed a life from 12.27
787
Removed a life from 11.13
891
Removed a life from 5.22
947
Removed a life from 7.23
1169
Removed a life from 2.2
1376
Removed a life from 4.24
1423
Removed a life from 1.19
1599
Removed a life from 14.26
1659
Removed a life from 1.11
1809
Removed a life from 9.13
2030
Removed a life from 13.29
2244
Removed a life from 13.3
2462
Removed a life from 13.24
2687
Removed a life from 9.2
2977
Removed a life from 4.22
3260
Removed a life from 14.7.
3331
_The End - Koniec - Das Ende - El Final - La Fin