base exe patch moves the per-chapter coin and flag arrays into free .data space (128 entries), so every testlevel chapter is safe (revision 2, caches rebuilt once); new projects start on a free chapter from 32, manual shows number ranges, texture swatch caches follow texture edits, stray levelbau.md.orig removed
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# Level building with `tools/levelbuild.py`
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As of: 2026-11-06 (exit + parkour reworked). Builds complete level WADs from a level description (Python script).
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The base is always an original level (default: village `t1l1m001.wad`): its strat code/object models
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(STPC), textures (TEXT), sound etc. are taken over; **geometry (TRAK), tile grid,
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vertex colours, objects and waypoints (MAP) are generated completely from scratch.**
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Result checked in game: `out/testwelt.wad` (= installed test world, see below).
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## Invocation
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```
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python3 tools/levelbuild.py levels/testwelt.py out/testwelt.wad # build
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python3 tools/levelbuild.py levels/testwelt.py out/testwelt.wad --install # + install as TestLevel
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python3 tools/levelbuild.py levels/testwelt.py out/t.wad --set start=ziel # pass variables to the script
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python3 tools/levelbuild.py --types # placeable strat types of the base level
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python3 tools/levelbuild.py --textures tex.png # texture contact sheet + name list
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python3 tools/texsheet.py WAD out.png [--all] [--only 1,2,3] [--size 96]
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```
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`--install` copies to `~/.wine-lama/mods/testlevel/wads/T1L9M001.wad` (creates
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`.orig` once) and creates the chapter symlinks 2..49 (see "Exit"). Test in game: `tools/lamatest.py run out/x.wad outdir` (see testharness.md).
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## Level script
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```python
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LEVEL_ARGS = dict(name='Testwelt', seed=7) # NAME chunk, random seed (texture rotation)
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def build(L): # L = levelbuild.Level
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L.sea(0, 0, 88, 72, y=-2.0, kill=(6, 4, 80, 66)) # sea + death plane
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L.box(14, 12, 26, 24, -0.4, 0, top='stein', side='stein')
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L.stairs(26, 18, 29, 22, 0, 1.5, 3, '+x')
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L.player(20, 14.5, rot=0)
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L.checkpoint(17, 18.5)
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L.exit(70.5, 12.5)
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L.strat('Bunny', 66, 34)
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L.coins([(27, 20), (28, 20)])
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def report(L): # optional, after building
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...
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```
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`L.opts` contains the `--set` values (strings).
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### Coordinates
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* Game coordinates as for strats: **x towards east, y up, z = grid row (positive,
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"south")**, 1 unit = 1 grid cell. Village grid: 96×96 → everything must lie within x,z ∈ [0,96).
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* Angles in **degrees**, 0° = facing +z, 90° = facing +x (checked in game).
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* Internally converted into export space (z mirrored); winding order is corrected
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automatically (`_orient`), you only specify the desired outward normal.
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|
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### Geometry building blocks
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| Method | Description |
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|---|---|
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| `floor(x0,z0,x1,z1,y, tex, rot='random', coll=True)` | horizontal surface (subdivided into 1×1 tiles) |
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| `box(x0,z0,x1,z1,y0,y1, top, side, side_top=None, bottom=None, sides='nesw', side_coll=None)` | cuboid; `side_top` = texture of the topmost wall row (e.g. `'graskante'`), `side_coll=False` = walls without collision (low plinths walkable) |
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| `platform(x,z,w,d,y, top, side, thick=0.5, side_top='graskante', bottom='erde')` | floating platform, top edge y |
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| `pillar(x,z,y0,y1,size, side, top)` | pillar around a centre point |
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| `ramp(x0,z0,x1,z1, ya, yb, '+x', top, side, base)` | ramp, rises in direction `+x/-x/+z/-z` |
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| `stairs(x0,z0,x1,z1, y0, y1, n, '+x', top, side, base, walkable=True)` | stairs; `walkable`: invisible slope as collision |
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| `fence(pts, y, height)` | fence (posts + rail) along a point list |
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| `tree(x,z,y, height, crown)` | blocky tree |
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| `sea(x0,z0,x1,z1, y, tex='meer', kill=(...))` | water surface without collision + death plane |
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| `quad([BL,BR,TR,TL], tex, coll, rot)` | single quad (corners seen from the front) |
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| `collider(pts, normal)` | invisible collision surface |
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| `obj(path, offset, scale, tex)` | OBJ file (game coordinates), `usemtl tex_N` or texture name |
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| `height_at(x,z)` | height of the topmost walkable surface |
|
||||
|
||||
Textures: name from `TEX` (village: `gras, gras2, gras_dunkel, blumen, sand, erde, graskante,
|
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stein, stein_kante, stein_moos, platte, holz_dunkel, holz_maser, holzbalken, rinde, kiste,
|
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inka, muster_lila, …`), a direct index (int) or a flat colour (`'meer'`, `'rot'`, … or
|
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`(r,g,b)`; appended to the texture table as a flat-colour entry (flags 0x105, page −1)).
|
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Contact sheet with indices: `notes/img/texturen_dorf.png`.
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|
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**Texture names on other bases** (2026-11-07). The `TEX` indices are village (t1l1m001) indices; on another
|
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base the same index is a different picture (village 2: index 1 = dark red floor). Names are therefore
|
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resolved per base by picture: `levelbuild.BaseTextures` holds a fingerprint (FNV-1a over page format,
|
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size and pixels of the entry's rectangle) of every named village texture; a name maps to the village index
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if the base shows that picture there (village 1: always → outputs unchanged), else to the first base entry
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with the same picture (flags 0x104 preferred). Coverage of the 47 names: t1l1m002 38 (missing: the three
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flower textures, `wood_grain*`, `wood_brown*`, `wood_rings`, `wood_edge`), t1l1m003 29, t1l1m004 28,
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t1l2m001 9, t1l3m001/t1l5m001 0–2.
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* Java builder (`LevelBuilder`, test world/arena/jump lab, `fromCd`): a missing picture is **copied from the
|
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village** (CD file loader `wads/t1l1m001.wad`): packed onto a new 256×256 page (same page flags, 1 px
|
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clamped border) and appended as an entry after the base table; flat colours and copies share the
|
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appended range in order of first use. Without a loader (editor brushes: `BrushCompiler` passes none)
|
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the name is rejected: "texture 'flowers' is a village texture this base level does not have …"
|
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(the editor shows that as a brush warning and only offers the names the scene's base has).
|
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`LevelBuilder.baseTextureNames()` lists the names a base has.
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* Python `tools/levelbuild.py --base`: same matching (md5 of RGBA rectangle); missing names raise a
|
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KeyError (no copying).
|
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* In game (apptest, display :22, 2026-11-07): Java-built level on t1l1m002 (grass box, stone box, sand,
|
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trees, plus copied `flowers`, `wood_rings`, `wood_grain`), `--editor-import` → level mod, Village
|
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chapter 2: grass green, stone grey, trees bark + leaves, copied textures correct
|
||||
(`notes/img/editor/village2_levelbuild_textures.jpg`, `…_textures2.jpg`). Before: grass = dark red
|
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(`village2_levelbuild_start_camera.jpg`).
|
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* Editor (display :22): on a t1l1m002 scene the brush swatches and the texture grid show the base's own
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pictures for the names, without the names it lacks (`notes/img/editor/village2_texture_picker.jpg`).
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**Every triangle shows a whole texture tile** (the engine has no free UVs) – so
|
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everything is split into 1×1 pieces; narrow/flat walls show the texture squashed.
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||||
|
||||
### Lighting (vertex colours)
|
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`L.sun = dict(azimuth=215, elevation=50, color=(1,.93,.8), strength=.62, sky=(.5,.55,.66),
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ground=(.3,.28,.24), ao=.55, ao_radius=1.3, shadow=.35)` – per vertex:
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sky/ground hemisphere light + sun (Lambert) with **shadows** (ray towards the sun against all
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cuboids) + **ambient occlusion** (24 rays, range `ao_radius`). Cuboids, pillars,
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stairs, platforms register as shadow casters (`solids`). 1.0 = texture colour
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(vertex colour 0x80), max. 2.0. `tint=(r,g,b)` multiplies per building block.
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|
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### Objects (strats)
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`L.strat(name, x, z, y=None, rot=None, params=None, wp='relative', variant=0, hidden=False)`
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* `y=None`: place on the topmost walkable surface at (x,z).
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* Type fields (nvars, slots, flags, extra memory) and parameters are copied from the **first
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original instance** of the type (`params=[…]` overrides; count must match).
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* `variant`: types with several code entry points (e.g. SmashPot: 2 spawn stubs).
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* **Waypoints** (`wp`): `'relative'` = move the original's waypoint chain along (offset to the
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object is kept, y is set to the floor if there is one), `'here'` = all points on
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the object, `'none'` = none (−1), or your own list `[(x,z[,y[,deg[,unk2]]]), …]` (other extra
|
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fields of the original waypoints are taken over). Chains are renumbered (no references into the
|
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old level).
|
||||
* `player(x,z,rot)` (strat `Llama`), `checkpoint(x,z)` (`CheckPointPost`), `exit(x,z)`
|
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(`LevelDoor`), `coins([(x,z),…])`.
|
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* Types that are in the village code but not placed there, via `Strats.BORROWED` with type fields
|
||||
from another level: currently `RubyIdol` (from t1l1m002).
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* `poolExtra` is set to max(original, number of strats + 80); the original's parameter pool
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is kept, new parameters are appended.
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|
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### What `build()` generates
|
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1. All triangles are distributed onto tiles by (grid cell, height band of 10 units from y = −3);
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tile origin = cell centre/band centre (collision d must be within ±8).
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2. **Collision**: every quad with `coll=True` becomes a collision polygon; floors only in their
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own cell, walls/slopes additionally in neighbouring cells up to 0.3 distance (the engine only checks
|
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the tiles of the cell the player stands in). Unused helper vertices make sure
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the tile box encloses the collision polygons.
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3. Identical tile models are merged (vertex colours are stored per tile in MAP).
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4. **Death plane**: original model 0 of the village (invisible, material 0x1e) in every cell
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of the `kill` area that is not completely covered by floor.
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5. MAP: zone grid = 0, zone 0 sees everything (mask 0xffffffff), no tile swaps (alt block
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empty), tile blocks A/B/models/vertex colours consistent, strats + waypoints new, light/
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environment zones (90-byte block) and rest unchanged.
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6. TEXT: appended flat colours. NAME: `LEVEL_ARGS['name']`.
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7. Cross-check: MAP is fully parsed again after writing.
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## Findings from the game tests (lamatest, Xvfb)
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* **Scale**: llama ≈ 0.6 units tall, walks ≈ 1.1 units/s (coin measuring track, see below; the
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0.85 noted earlier was too low), needs ~1 s to accelerate. A jump (X) clears
|
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0.35 high edges, 0.5 not. **With a run-up it flies ~1.3 far** (horizontally as fast as
|
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when walking), onto +0.2 it lands after ~1.05; from standing much shorter (0.5 gap not
|
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cleared). → Parkour: gaps 0.3 with +0.2, platforms before/after ≥ 1.5 long (after
|
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landing there must be room for the next take-off), larger heights via stairs/ramps.
|
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Measuring level: `levels/sprunglabor.py` (`--set spur=a..g|m`; `m` = coin measuring track: a coin every 0.25 →
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coin counter × 0.25 = distance walked; `f` = long jump over water).
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* **No step logic**: even a 0.12 high edge *with wall collision* blocks the llama.
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Without wall collision (`side_coll=False`) it walks up onto low plinths; stairs with
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an invisible slope (`stairs(walkable=True)`) and ramps are walkable (checked).
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* **Controls are camera-relative** (Up = camera view direction). The start camera is behind
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the llama; if there is an obstacle right behind it (e.g. a post), it moves aside →
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keep the area behind start points clear.
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* Rot 0° = facing +z, 90° = facing +x.
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* **Death plane works**: falling into the sea → health gone, respawn at the last
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checkpoint (or start).
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* Player waypoint chain = start camera positions (the game takes the first node within 2.5 cells
|
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of the llama, see `editor.model.cmd.PlayerStart`): `player()` gives the llama ONE node 2 cells
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behind it, 0.5 above, unk2 = 0 (default camera distance/height) – like the editor's player start.
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Until 2026-11-07 it copied the prototype's 14-node chain (first node 8 behind = out of range, the
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rest on the llama): on village 2 bases (node 2 has unk2 ≠ 0) that put the camera into the llama's
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head. Waypoint lists take an optional 5th value unk2: `[(x,z,y,deg,unk2)]`.
|
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In game (test world, apptest 2026-11-07): the start camera is behind the llama at the default
|
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distance (`notes/img/editor/testworld_start_camera.jpg`). Village 2 base (levelbuild floor + player on
|
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t1l1m002, `--editor-import` as an edit project, boot-to-level 1/2): camera behind the llama, not in its
|
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head (`notes/img/editor/village2_levelbuild_start_camera.jpg`).
|
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* **LevelDoor** (exit) – solved, see section "Exit (LevelDoor)" below.
|
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* Sizes that work: TRAK 0.6–1.0 MB, up to 1100 models, 5200 tiles, WAD up to 6.9 MB
|
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(originals: TRAK ≤ 1 MB, ≤ 5800 tiles, WAD ≤ 6.85 MB). Test world: 628 models,
|
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2474 tiles, TRAK 646 KB, WAD 6.3 MB.
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|
||||
## Exit (LevelDoor) – how it works
|
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|
||||
Strat bytecode (village, STPC 0x430332, 3 parameters, invisible, no model), decoded via the
|
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VM `FUN_0054d180` (opcode < 0x45: table 0x5796bc with 16-bit operand, otherwise 0x578ff4+op·4):
|
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```
|
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g65,g66,g67 = param 0,1,2 ; tribe, world, chapter of the next level (20.12)
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loop: if g21 == 3 ; game state "running"
|
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and player.floor.material == 16 ; property 0x11 = *(strat+0xc0)+4 = material byte of the
|
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; collision polygon below the player (FUN_00403020)
|
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and floor(player.x) == floor(door.x) and floor(player.z) == floor(door.z) ; same grid cell
|
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-> op 0x192 (FUN_0054d620): level change(param), g1 += 1, end
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yield
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```
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* So the door is only a trigger; in the village there is a floor polygon with
|
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**material 16** in the doorway (8 of them in the village, also in all other levels). Our test world had
|
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material 0 everywhere → nothing happened. **Fix:** mosaic in the gate with `mat=16` (`box(..., mat=TUER_MAT)`),
|
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door in the same grid cell, the player's path leads right through it.
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* **Only tiles of the door cell count** (cell list, FUN_004036d0), not the height (t1l3m002–4: floor
|
||||
3 units below the door). **Village 1 & co.:** the door cell initially contains *no* material 16 –
|
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it is in the **swap model** of the tile (MAP tile swap, WFPC 0x10000): the RubyIdolDoor in
|
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the same cell swaps tile 420 from model 48 to 49 when opening (op 0x11a/0x11b), and only
|
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model 49 has the exit pad (42.25–42.75 / 49.23–49.50, y 3.25). Checked in game
|
||||
(2026-11-07): model 49 inserted + door removed, llama at 42.5/3.5/49.37 → immediately the summary
|
||||
"Dorf Kapitel 1"; original (door closed) → nothing. Affects 8 of the 31 original doors (Ruby,
|
||||
PressurePad, Lab doors); the pad at 43.5/48.45 (cell 43,48), on the other hand, is a house entrance
|
||||
(zone teleport). t1l3m003: 2 of the 4 doors (cells 71,48/71,49) have no pad at all.
|
||||
* Second path (strat code at 0x4252aa, player logic [likely]): floor material 16 and cell =
|
||||
g104/g105 (set by the LevelDoor at start, Llama sets them to −1) → level change(g101..g103).
|
||||
* Parameters in the originals: (1, world, chapter+1) = next chapter; in the last chapter of a
|
||||
world **(7,7,7)** = "world completed" → back to the selection map, unlock the next world.
|
||||
* `FUN_0054d620`: remembers the current level (0x585008..14), sets the next (0x584eb4/b8/bc), shows the
|
||||
summary (coins x/55, secrets) with "EINGABETASTE = speichern / ESC = weiter" (Enter = save / Esc = continue). Progress
|
||||
0x585018/19 (max. world/chapter, in KSV +0x42/+0x43): if you are in the highest unlocked chapter,
|
||||
the next chapter is unlocked; with (7,7,7) the next world.
|
||||
* **(7,7,7) in world 9 crashes**: unlocks "world 10" → after saving, the
|
||||
map cursor is on world 10, world name pointer 0x57bd40[9] = NULL → page fault at 0x41B5CC.
|
||||
* **Solution for the test world: parameters (1,9,1)** – after the summary chapter 1 is reloaded (no
|
||||
crash, tested with saving). Side effect: chapter 2 is unlocked (and from
|
||||
chapter n, chapter n+1). If its WAD is missing, the selection crashes ("Couldnt load wad").
|
||||
That is why `levelbuild.py --install` (function `kapitel_links()`) creates in the mod
|
||||
**symlinks T1L9M002..049.wad → T1L9M001.wad and T192..T1949.COR → T191.COR** (world 9 has
|
||||
49 chapter slots, table 0x572420) and calls `lama-mod an`. For this, `lama-mod` now also takes
|
||||
symlinks from mod folders (`find … -type f -o -type l`). Checked: chapter 2 on the map is
|
||||
selectable and loads the test world.
|
||||
* The selection map shows no background for world 9 (only text) and 772 as the coin target
|
||||
(coin table 0x5722f4 only has worlds 1–8) – cosmetic.
|
||||
|
||||
## The test world (`levels/testwelt.py` → `out/testwelt.wad`, installed as T1L9M001.wad)
|
||||
**Rebuilt compactly on 2026-11-06** ("everything closer together"): L-shaped island, main part 32.5×23.5
|
||||
(x 11..43.5, z 9.5..33) + strip below the parkour end (x 43.5..49, z 9.5..20.5), previously
|
||||
42×34 (x 10..52, z 8..42). Gallery, enclosure and parkour adjoin each other directly, no empty
|
||||
meadows any more. NAME chunk "Testwelt" (not shown anywhere in the game).
|
||||
Preview images (phone, 1280 px): `notes/img/vorschau/` (01–03 Blender renderings with
|
||||
labels, 04–11 game shots, 12 montage). Older images `notes/img/testwelt_*.jpg` still show
|
||||
the old, sprawling layout.
|
||||
|
||||
| Area | old | new |
|
||||
|---|---|---|
|
||||
| Start square | x 14..22, z 11..19 (8×8) | x 15..21, z 12..19 (6×7) |
|
||||
| Gallery | z 22..38, columns 2.5, rows z 25/28.5/32/35.5 | x 14.5..32.5, z 20.5..32, columns 1.9, rows z 22.5/25.2/27.9/30.6 (spacing 2.7) |
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||||
| Enclosure | x 39..49, z 24..35 | x 33..42, z 20.8..30 (directly east of the gallery) |
|
||||
| Parkour | x 22..53.6 | x 21..52.6 (only shifted by −1 in x, same dimensions) |
|
||||
| Exit | LevelDoor (51.5/15.5) | LevelDoor (50.5/15.5), cell 50/15, mosaic with material 16 |
|
||||
|
||||
* **Start square** (x 15..21, z 12..19): stone square with Inca mosaic, 4 Inca pillars, flower beds,
|
||||
trees, 2 coins, checkpoint (16.1/17.4). The llama starts at (18, 14.6) facing south
|
||||
(gallery directly behind it, parkour stairs on the left of the picture).
|
||||
* **Gallery** (z 20.5..32): 4 rows, each object on a flat plinth (0.9 wide, 0.08 high,
|
||||
walkable), gap 1.0 between plinths, sand path (0.6) in front of each row, coloured post at the
|
||||
start of the row (yellow/grey/blue/red), main path north–south at x 15.6..16.3:
|
||||
1. Collectables: Coin, ChargeBooster, RubyIdol, HealthFull, HealthGenerator, ChacaChargePotion, Secret
|
||||
2. Crates/pots: SmashPot (2 variants), Jar, ObjectDontDropInBox, WaterReboundPoints, CheatTeleport
|
||||
3. Characters: TipoVillage, ChacaVillage, PachaGivingInfo, KidOnLlama, Wompy
|
||||
4. Mechanics: PressurePadDoor, RubyIdolDoor, SwitchPlatformPadVillage, AppearingPlatformsVillage,
|
||||
RisingColumns, SinkingStatue, FallingTree, CheckPointPost
|
||||
* **Enclosure** (x 33..42, z 20.8..30, fence, entrance on the west side z 20.8..24): Bunny ×2, Ladybird,
|
||||
FlockOfBirds, VillagerHerder; viewing pedestal (0.6) with stairs on the west side between
|
||||
gallery rows 2 and 3.
|
||||
* **Parkour** (starts at the east edge of the square, **everything on the line z = 15.5 going east**,
|
||||
so it can be done without rotating the camera – rotating via A/S or Left/Right was not
|
||||
reproducible in scripts). Geometry is written in the script as "old x + PX" (PX = −1):
|
||||
stairs 0→0.8 · **stop step** +0.3 (no gap: the llama runs into it and stands still) ·
|
||||
2 gaps of 0.3 with +0.2 each onto 1.5 long wooden blocks · beam 0.5 wide · middle platform (1.5) with
|
||||
checkpoint · sand ramp 1.5→2.4 · **stop step** +0.3 · 3 stepping stones (1.5 long, gaps 0.3,
|
||||
+0.2 each) · narrow beam 0.45 · stairs 3.3→4.0 · goal platform (4.0; x 47.6..52.6, juts out over
|
||||
the coast) with pillars, parapet and gate; below it a mosaic with material 16, LevelDoor at
|
||||
(50.5 / 15.5). 18 coins along the way. Below the parkour there is meadow (falling down is harmless).
|
||||
* **Scripted run** (start → goal → exit → summary), old version 4/4, compact version 2/2
|
||||
runs successful (summary 18/55 coins); the .seq is time-based/relative and stayed unchanged:
|
||||
```
|
||||
python3 tools/levelbuild.py levels/testwelt.py out/testwelt_parkour.wad --set start=parkour
|
||||
lamatest.py run out/testwelt_parkour.wad OUTDIR --seq "$(cat levels/testwelt_parkour.seq)"
|
||||
```
|
||||
(`run:T:x@t,…` holds Up for T s and presses X at fixed times; the stop steps reset the
|
||||
timing error. Shots (`shot@`) block ~0.4 s → never shortly before a jump.)
|
||||
* Checked in game: loading without a crash (many runs), all 31 gallery objects appear
|
||||
(coin/secret/… react: coin counter, "GEHEIMNIS!"), the llama walks through gallery/enclosure,
|
||||
up the stairs, jumps onto platform B and onto stepping stone 1, up the ramp, stairs to the
|
||||
goal platform, sea = respawn, complete parkour by script, exit → summary → chapter 1 again.
|
||||
Images: current `notes/img/vorschau/` (compact layout); `notes/img/testwelt_*.jpg` =
|
||||
old sprawling layout (1–6 + montage even still with the old parkour).
|
||||
* Start point for tests is switchable: `--set start=platz|reihe1..4|weg1..4|gehege|podest|parkour|pk1..pk5|ziel|ziel2`
|
||||
(`podest` = on the viewing pedestal, looking west over the gallery);
|
||||
exit parameters `--set tuer=1,9,1`.
|
||||
|
||||
### Village types not placed
|
||||
| Type | Reason |
|
||||
|---|---|
|
||||
| Llama | is the player (start) |
|
||||
| LevelDoor | exit at the end of the parkour (needs a floor with material 16, see above) |
|
||||
| CameraSide | camera zone, invisible |
|
||||
| CutSceneCameraDirectional | cutscene camera, invisible |
|
||||
| CutSceneTrigger | starts a cutscene |
|
||||
No placeable type crashed the game (no bisection needed).
|
||||
Note: mechanics objects (doors, pillars, statue) belong to specific geometry /
|
||||
tile swaps in the village; in the gallery they stand "bare" (e.g. a floating RubyIdolDoor sign).
|
||||
Types that only exist in the code (BouncingCoin, Sparkles, RubyIdolStatue …) have no
|
||||
original instance with type fields and are not offered (exception: RubyIdol via `Strats.BORROWED`).
|
||||
|
||||
## Preview renderings (Blender)
|
||||
`/usr/bin/blender` (Debian 3.0.1): **Cycles renders only black** (even the default scene), OCIO
|
||||
is missing ("Color management: fallback", only the "Standard" view). **Eevee works**, but needs an
|
||||
X display → own `Xvfb :7` (never :0, :5 belongs to lamatest). Procedure (scripts in
|
||||
`tools/vorschau/`: `strats_json.py` (call from levelbau/), `render_level.py`, `label.py`):
|
||||
1. `geom_export.py out/testwelt.wad GE` → level.obj/mtl + page_NN.png
|
||||
2. Strat positions: run the level script with `levelbuild.Level` (without `L.build`), `L.strats` as JSON
|
||||
3. `DISPLAY=:7 STRATS=strats.json VIEWS=schraeg,schraeg2,oben blender -b -P render_level.py -- GE r 64`:
|
||||
own OBJ reader (the 3.0 importer does not know vertex colours), OBJ (= game space since
|
||||
2026-11-07) → Blender z up (y_blender = −game z, winding kept), material = texture (closest) × vertex colour, a little emission,
|
||||
sun + sky, markers for strats (coins gold, llama start orange cone, gallery objects
|
||||
in row colour, animals white, exit purple ring); writes PNG + JSON per view with
|
||||
image coordinates of the area names.
|
||||
4. PIL: scale to 1280 px, labels (Start/Galerie/Gehege/Parkour/Ziel), JPG q85.
|
||||
@@ -121,7 +121,8 @@ Each contains `68 90 E0 56 00` (push offset subkey string, VA 0x56E090) followed
|
||||
byte `02` of each `push 80000002h` becomes `01` (HKEY_CURRENT_USER), so no admin rights are needed
|
||||
on Windows. German CD (`groove.exe` MD5 697d67a31c20079838c662d8187dbd86, 1,642,496 bytes),
|
||||
file offsets of the changed bytes: **0x579B, 0x57D0, 0x5810, 0x5859, 0x5880** (original 02,
|
||||
new 01; patched MD5 6199a42eb7582b2a70b1ac6e29f00f43). The patcher searches the pattern
|
||||
new 01; MD5 with only this part 6199a42eb7582b2a70b1ac6e29f00f43; the base patch also relocates the
|
||||
world-9 level records, see "groove.exe patches" below). The patcher searches the pattern
|
||||
(push of the subkey string VA + push HKLM) instead of fixed offsets, so other language builds work
|
||||
if their code is the same.
|
||||
|
||||
@@ -222,8 +223,10 @@ reads a CD folder, collects writes in `ctx.written`, resolves options (defaults
|
||||
|
||||
`game/groove.exe` is rebuilt on every apply: `original/hd/groove.exe` → HKCU base patch
|
||||
(`platform/ExePatcher`, owner "base", always first) → exe changes of the enabled mods in apply
|
||||
order. Without exe mods the result is byte-identical to the old ExePatcher output; "Restore
|
||||
original" goes back to it. A mod gets the shared image with `ctx.exe()`; all changes are
|
||||
order. Without exe mods the result is byte-identical to `ExePatcher.patch` (installer output);
|
||||
"Restore original" goes back to it. The base patch (REVISION 2) = HKCU + `relocateLevelRecords`
|
||||
(world-9 coin/flag arrays moved into .data's page slack, 4-byte address operands only, see
|
||||
testlevel-chapters.md); `ExePatcher.changes` lists both as byte runs. A mod gets the shared image with `ctx.exe()`; all changes are
|
||||
attributed to the mod id, journaled into the mod's cache manifest (`"exe": [...]`) and replayed
|
||||
(with full verification) on a cache hit. Every patch/allocation is logged in apply.log
|
||||
(`exe <mod>: patch 0x… n bytes – label`).
|
||||
|
||||
@@ -64,12 +64,56 @@ secrets); the arena adds its dynamic coins (alligator hit/death coins + 5 exit b
|
||||
Play-tests/exports of an old project: `migrate` (2..19 → 32..49, 20..31 → 32..43).
|
||||
* The chapter options are choices (level: 1, 32–49; arena: 32–49, default 49); a stored old value is
|
||||
invalid and falls back to the default (ModOptions).
|
||||
* Editor: New level / Level settings spinners only offer usable chapters.
|
||||
* Editor: New level / Level settings spinners only offer usable chapters. The empty template
|
||||
(`Templates.makeEmpty`) defaults to 32; New level and CLI `--editor-new` take the first chapter
|
||||
from 32 no project in the levels folder uses (`LevelProjects.nextFreeChapter`).
|
||||
|
||||

|
||||
|
||||
## Not fixed
|
||||
## Fix: base exe patch relocates both arrays (ExePatcher.REVISION 2, 2026-11-07)
|
||||
|
||||
* The map lets the player pick any unlocked world-9 chapter; empty ones are linked to an installed
|
||||
world-9 WAD (ModManager), so playing e.g. chapter 9 from the map still clobbers progress. Unlocking
|
||||
chapter 32+ unlocks 2–31 on the map too.
|
||||
`ExePatcher.relocateLevelRecords` (part of the always-applied base patch: `ExePatcher.patch` for
|
||||
the installer, `ExePatcher.changes` replayed as owner "base" in `ModManager.baseExe`) moves both
|
||||
arrays to a 128-entry buffer (index ≤ 9·6 + 49 = 103) in the slack after .data's VirtualSize:
|
||||
.data ends at 0x6DB935, the page at 0x6DC000 (.idata follows), so coins u32[128] at **0x6DB940**,
|
||||
flags u8[128] at **0x6DBB40** (zero-filled and RW, mapped with .data's last page; no new section,
|
||||
no code). Every absolute address of the arrays in .text is rewritten (whole-file scan of
|
||||
0x584EC8–0x584EFE / 0x584F1C–0x584FF4: no other references, none in .data):
|
||||
|
||||
| Old | New | Sites (operand VA) |
|
||||
|---|---|---|
|
||||
| 0x584F1C coins | 0x6DB940 | tally 0x40DE67, KSV load 0x41C72A / save 0x41C8FB, new game 0x41CA6B, level start 0x41CBCC, HUD 0x426AC2 / 0x426D43 / 0x426E08, endLevel 0x54D6BA, levelRecord ptr 0x550BC5, 0x55223E |
|
||||
| 0x584FF4 coin loop end (`cmp eax, imm; jl`) | 0x6DBA18 | 0x41C74B, 0x41C91A (0x584FF4 itself is also counter var 0xC0 – those uses stay) |
|
||||
| 0x584EC8 flags | 0x6DBB40 | tally 0x40DEA1 / 0x40DEC9, KSV 0x41C65C / 0x41C832, new game 0x41CA64 (rep stosd 54 bytes), collectible 0x42706B, endLevel 0x54D6E3 / 0x54D708 / 0x54D70F |
|
||||
| 0x584ECE flags from world 1 | 0x6DBB46 | map icons 0x41B724 / 0x41B79C / 0x41B7EE / 0x54A75E, gold count 0x41CD7B |
|
||||
| 0x584EFE flag loop end | 0x6DBB76 | KSV 0x41C6D6 / 0x41C8AF, gold count 0x41CD9B |
|
||||
|
||||
Worlds 0–8 behave as before (KSV keeps the first 54 entries; the rest is never saved). World-9
|
||||
flags are not cleared by "new game" (only the 54 saved bytes are) – they only affect the map's
|
||||
collectible/gold icons of TestLevel chapters within one game session. If the counts of these
|
||||
references differ (other exe build) the relocation is skipped as a whole. Test: `ExePatcherTest`.
|
||||
|
||||
**Effect:** every world-9 chapter is harmless in LlamaMod's groove.exe, so the remaining holes are
|
||||
closed without restricting the map: picking an empty (linked) chapter like 9 on the world map,
|
||||
chapters 2–31 that unlock together with 32+, and Boot to level on chapters 2–31 (its option keeps
|
||||
1–49). Not linking empty chapters is no option: a missing WAD crashes the map ("Couldnt load wad",
|
||||
`ModManager.world9Fixup`). Mod levels still only use 1 and 32–49 (no migration churn; also safe
|
||||
with an exe that has not been rebuilt yet after the update).
|
||||
|
||||
Verified in game (apptest :24, 2026-11-07):
|
||||
|
||||
* A/B, Test World on, map cursor world 9 chapter 9 (the linked empty chapter), start, pause →
|
||||
quit to the map: old jar (base REVISION 1) → map "°p / Kapitel 0 / 14384" (progress zeroed by the
|
||||
level start alone); new → "TestLevel / Kapitel 9 / 237" (237 = garbage static coin total, cosmetic).
|
||||

|
||||
* Arena (test mod) on chapter 9, 2 coins collected (HUD 2 / 12), quit to the map → map fine.
|
||||
* Save with world-1 chapter 1 flags = 3 and gold count 2: slot menu "Goldmünzen 2", the map shows
|
||||
the collectible and gold icons of Village chapter 1 (KSV load loop + map reads relocated).
|
||||
* Not verified in game: the KSV save loop after finishing a level (same patch shape as the load
|
||||
loop, covered by the unit test).
|
||||
|
||||
## Before the fix
|
||||
|
||||
* The map let the player pick any unlocked world-9 chapter; empty ones are linked to an installed
|
||||
world-9 WAD (ModManager), so playing e.g. chapter 9 from the map still clobbered progress. Unlocking
|
||||
chapter 32+ unlocks 2–31 on the map too. Fixed by the relocation above.
|
||||
Reference in new issue
Block a user