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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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Very awesome

Do you know how the grid structure works? This is one thing I don't know anything about other than the 25 pixel grid? And that the gird in no way matches the actual pixels on screen.
The psx game has a lower resolution of 384x240 or something, perhaps its based on that and just scaled up for the pc version?
Did you find this into in the path, or in the copied parts of the path that are in the game saves? Very interesting stuff
Also there won't be another decoder version for a while, if you look at open source alive engine thread im doing some stuff related to that first, plus I dont have tons of free time these days
