anyone want the ancient info on appel level codes that i am cursed to bear forever
and because im talking about appel here’s an unsubtle plug for https://surfaceapl.deno.dev/
i would glady take the ancient info
Level in pure form (the format the game save files use):
Seperated by spaces.
First segment is width number
Then repeat until you get an empty segment:
Read length
Read tile id, (run length encoding)
If there is no segments, you’re running with the legacy level format, you’re done, use a flat wall.
Now read rotations, also run length encoding.
Now read data, just read until blank segment, will discuss how to read data later.
Now read the walls, until there's a blank segment, read wall height and type
Now read the hue, if the hue is not empty, read hue 2
Data consists of a list of tile index, then data string
How to convert level codes to pure form:
Remove magic by chopping off first 7 characters (or is it 8, or 6, i forgor)
Replace Z with space
Replace plus with B
Replace minus with C
Code Implementation:
https://putty.deno.dev/file/8/694c988d616c4c4782bcd37f7db9157b
(putty for some reason believes this to be a .tts file, it’s not, it’s a .ts)
i geniunely dont know what most of this means, funnily enough, the code helps me understand more
might be useful for my project i have never started (shameless plug https://github.com/Late-Is-Cool/Appel-CPP)