Here's a little something that may or may not be known about the maps: The actual map is 14 tiles wide, but in game, it ignores the first two tiles, making it an actual 12 tile wide display. How bizarre...
Does anyone know the rest of it? There's a lot of stuff missing, and I've been trying to finish the rest myself, but the hex offsets used here don't match up with the current version of Hex Editor, so it's quite tedious. And DosBox keeps crashing every 9-10 times II exit the game, so that slows down things too.
And is there any news/info on how to change these things for episodes 4 and 5? It's a shame it just 'cuts out' like that, and it'd be great to actually make a complete modification.
03:20 < yuriks> stuff appears in the file in the order it is listed 03:20 < yuriks> the :xx after each entry is the size of it in bits 03:21 < yuriks> (8 == 1 byte, 16 == 2 bytes, 32 == 4 bytes, etc) 03:21 < yuriks> if it's :s8 it means it's signed, and it's in 2's complement notation, so you need to use something to convert it first 03:22 < yuriks> the number after the structs specify how many times that struct repeats 03:22 < yuriks> remember that all values are little endian, so for stuff bigger than 8-bit you need to reverse the bytes first (001A becomes 1A 00 in the file) 03:23 < yuriks> members.iinet.net.au/~vannevar/tyrian/hacking.txt < to get shot indexes, use the table there