thread: .lvl files
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  #844  
10-17-2010, 07:36 AM
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LIJI
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: Mar 2007
: Israel
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I've figured out the collision mask structure. Included is a color coded collision mask imported from the first area of Abe's Exoddus. It includes 2 grids, one that splits it to screens and one that splits it to steps. The colors should be pretty obvious, except for the red zones, which probably deal with shadows. Red shadows have 4 more parameters which are ignored in the renderer, which probably explains it.

It should be noted that the game does not use pixels, but it uses units which are defined by:

Each screen (640x240 or 640x480, depends on how you look at it) is 375x260 units big. (Note the fact that 375x260 is not in a 4:3 ratio!). The X positions are in a grid of 25, i.e. every step of Abe or anyone else is exactly 25 units. The collision mask included is in the ratio of 1 unit - 1 pixel.
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