355 lines
26 KiB
Markdown
355 lines
26 KiB
Markdown
# 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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### 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 |
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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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**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
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(`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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### 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).
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* `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
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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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### 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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> **Corrected 2026-11-07 (in game, Jungle Day 2):** the listing below was the first reading. The
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> LevelDoor only sets g101–g105 and checks global 0x21 *once*; the level is ended by the **Llama's
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> script** (material 16 + exit cell + at most ~0.6 above the floor). See "Exit via stale floor
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> material" further down and docs/reference/objects.md.
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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
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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
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(2026-11-07): model 49 inserted + door removed, llama at 42.5/3.5/49.37 → immediately the summary
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"Dorf Kapitel 1"; original (door closed) → nothing. Affects 8 of the 31 original doors (Ruby,
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PressurePad, Lab doors); the pad at 43.5/48.45 (cell 43,48), on the other hand, is a house entrance
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(zone teleport). t1l3m003: 2 of the 4 doors (cells 71,48/71,49) have no pad at all.
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* Second path (strat code at 0x4252aa, player logic [likely]): floor material 16 and cell =
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g104/g105 (set by the LevelDoor at start, Llama sets them to −1) → level change(g101..g103).
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### Exit via stale floor material (hover + position jump, t1l4m002) – checked 2026-11-07
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Speedrun video (position/hover hack): Kuzco hovers above a house-door stump, is moved to the exit and
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the level ends. Reproduced in game (apptest, gdb through `winedbg --gdb`, position written by gdb):
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* **Jungle Day chapter 2 = t1l4m002** (LNFO 95 coins / 2 secrets; tally "Dschungeltag Kapitel 2,
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0/95, 0/2"). LevelDoor at 44.5/25.5 (cell 44,25), params (1,4,3); RubyIdolDoor in the same
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cell. Cell 44,25 (tile 255) has material 16 **only in swap model 95** (pad x 44.67–45.0,
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z 25.25–25.75, y 2.25); main model 94 has none → with the door closed the exit cannot fire.
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House-door pads (material 16, main models) in cells 38,20 / 51,0 / 52,5 / 41,24 / 44,27 /
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50,27 / 41,29 / 57,55 / 41,38 / 41,44 plus swap pads in 22,21 / 26,21 / 23,23 / 50,1 / 43,21 /
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46,30 / 58,49 / 31,50; the zones pair them (e.g. 44,27 → 50.5/27.5, 50,27 → 44.5/27.5).
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* **Floor test (FUN_004036d0):** only tiles of the player's own cell; per upward polygon the plane
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height at (x,z) is compared with a probe point (y + 0.25, or y + (floor record +0x18)/2 with
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+0xe8 flag 0x200000 as for the llama);
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the **nearest floor below the probe wins, with no distance limit**. Material 17 is skipped for
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the llama (+0xe8 = 0x24882a, no 0x8000000). If nothing is below: for the llama (+0xe8 & 0x40000)
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material/height are **not** updated (stale) and x/z go back to the previous position.
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In game: llama held at 44.9/**6.0**/27.5 (3.7 above the pad of the stump at 44,27) → floor
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record h 2.30, **material 16**, tile 282 poly 15, every frame.
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* **Order per tick (FUN_0054c4a0):** all strat scripts (VM FUN_0054d180) first, then the
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collision pass (FUN_00403020 for every strat with +0xe8 & 0x8000). A position written after the
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collision pass is seen by the scripts of the next tick with the **old floor record**.
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In game: after hovering above the 44,27 pad, llama set to 44.5/2.3/25.5 right after its floor
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test → next event endLevel `FUN_0054d620` (called from the VM, floor record still 16), before
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any new floor test → tally (twice with screenshot, once traced). Control: same jump from normal
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ground (material 0) → no exit; jump written just *before* the floor test → record becomes 0, no exit.
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* **Who ends the level here: the Llama, not the LevelDoor.** LevelDoor bytecode: wait 5 ticks,
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g101..g105 = params + cell, then **once** `if global 0x21 != 3 → end` (so "g21 == 3" above is a
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one-time check, and global 0x21 is not the game state 0x5846e4), then the per-tick loop. In
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t1l4m002 the LevelDoor was gone from the strat list (scan of 0x6d9e38) while g101..g105 =
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1,4,3,44,25 and global 0x21 = 0. The Llama block at STPC 0x39ff4c–0x3a0064: if floorMaterial
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== 16 and health > 0 and (y < floorHeight + 0.6 and global 0x21 != 2, or y < floorHeight + 0.025
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and (g1 == 0 or global 0x23)): cell == (g104, g105) → level change(g101..g103), else fade-out +
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`getDoorPos` (op 0x100, zone teleport = house door) + `forceCollision`. The 0.6 limit is why
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hovering high above a house pad does not trigger the house teleport (bytecode; not separately
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tested), while landing at floor height in the exit cell with the stale record does.
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* Not explained: in two sessions with a moved player start (boot-to-level `start` 43.3/25.5) the
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same jump did not end the level (Llama script ran with record 16 in cell 44,25, no endLevel).
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* Images: `img/debug/exit-hover-trick.jpg` (top: video; bottom: our pool/door platform, tally).
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* Parameters in the originals: (1, world, chapter+1) = next chapter; in the last chapter of a
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world **(7,7,7)** = "world completed" → back to the selection map, unlock the next world.
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* `FUN_0054d620`: remembers the current level (0x585008..14), sets the next (0x584eb4/b8/bc), shows the
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summary (coins x/55, secrets) with "EINGABETASTE = speichern / ESC = weiter" (Enter = save / Esc = continue). Progress
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0x585018/19 (max. world/chapter, in KSV +0x42/+0x43): if you are in the highest unlocked chapter,
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the next chapter is unlocked; with (7,7,7) the next world.
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* **(7,7,7) in world 9 crashes**: unlocks "world 10" → after saving, the
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map cursor is on world 10, world name pointer 0x57bd40[9] = NULL → page fault at 0x41B5CC.
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* **Solution for the test world: parameters (1,9,1)** – after the summary chapter 1 is reloaded (no
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crash, tested with saving). Side effect: chapter 2 is unlocked (and from
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chapter n, chapter n+1). If its WAD is missing, the selection crashes ("Couldnt load wad").
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That is why `levelbuild.py --install` (function `kapitel_links()`) creates in the mod
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**symlinks T1L9M002..049.wad → T1L9M001.wad and T192..T1949.COR → T191.COR** (world 9 has
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49 chapter slots, table 0x572420) and calls `lama-mod an`. For this, `lama-mod` now also takes
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symlinks from mod folders (`find … -type f -o -type l`). Checked: chapter 2 on the map is
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selectable and loads the test world.
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* **Only chapters 1 and 32–49 are safe** for world 9: the per-chapter coin counter and flag byte of
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the other chapters overwrite game globals (chapter 9 destroys the furthest progress), see
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[testlevel-chapters.md](testlevel-chapters.md).
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* The selection map shows no background for world 9 (only text) and 772 as the coin target
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(coin table 0x5722f4 only has worlds 1–8) – cosmetic.
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## The test world (`levels/testwelt.py` → `out/testwelt.wad`, installed as T1L9M001.wad)
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**Rebuilt compactly on 2026-11-06** ("everything closer together"): L-shaped island, main part 32.5×23.5
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(x 11..43.5, z 9.5..33) + strip below the parkour end (x 43.5..49, z 9.5..20.5), previously
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42×34 (x 10..52, z 8..42). Gallery, enclosure and parkour adjoin each other directly, no empty
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meadows any more. NAME chunk "Testwelt" (not shown anywhere in the game).
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Preview images (phone, 1280 px): `notes/img/vorschau/` (01–03 Blender renderings with
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labels, 04–11 game shots, 12 montage). Older images `notes/img/testwelt_*.jpg` still show
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the old, sprawling layout.
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| Area | old | new |
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|---|---|---|
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| Start square | x 14..22, z 11..19 (8×8) | x 15..21, z 12..19 (6×7) |
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| 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) |
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| Parkour | x 22..53.6 | x 21..52.6 (only shifted by −1 in x, same dimensions) |
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| Exit | LevelDoor (51.5/15.5) | LevelDoor (50.5/15.5), cell 50/15, mosaic with material 16 |
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* **Start square** (x 15..21, z 12..19): stone square with Inca mosaic, 4 Inca pillars, flower beds,
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trees, 2 coins, checkpoint (16.1/17.4). The llama starts at (18, 14.6) facing south
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(gallery directly behind it, parkour stairs on the left of the picture).
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* **Gallery** (z 20.5..32): 4 rows, each object on a flat plinth (0.9 wide, 0.08 high,
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walkable), gap 1.0 between plinths, sand path (0.6) in front of each row, coloured post at the
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start of the row (yellow/grey/blue/red), main path north–south at x 15.6..16.3:
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1. Collectables: Coin, ChargeBooster, RubyIdol, HealthFull, HealthGenerator, ChacaChargePotion, Secret
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2. Crates/pots: SmashPot (2 variants), Jar, ObjectDontDropInBox, WaterReboundPoints, CheatTeleport
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3. Characters: TipoVillage, ChacaVillage, PachaGivingInfo, KidOnLlama, Wompy
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4. Mechanics: PressurePadDoor, RubyIdolDoor, SwitchPlatformPadVillage, AppearingPlatformsVillage,
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RisingColumns, SinkingStatue, FallingTree, CheckPointPost
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* **Enclosure** (x 33..42, z 20.8..30, fence, entrance on the west side z 20.8..24): Bunny ×2, Ladybird,
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FlockOfBirds, VillagerHerder; viewing pedestal (0.6) with stairs on the west side between
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gallery rows 2 and 3.
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* **Parkour** (starts at the east edge of the square, **everything on the line z = 15.5 going east**,
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so it can be done without rotating the camera – rotating via A/S or Left/Right was not
|
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reproducible in scripts). Geometry is written in the script as "old x + PX" (PX = −1):
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stairs 0→0.8 · **stop step** +0.3 (no gap: the llama runs into it and stands still) ·
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2 gaps of 0.3 with +0.2 each onto 1.5 long wooden blocks · beam 0.5 wide · middle platform (1.5) with
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checkpoint · sand ramp 1.5→2.4 · **stop step** +0.3 · 3 stepping stones (1.5 long, gaps 0.3,
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+0.2 each) · narrow beam 0.45 · stairs 3.3→4.0 · goal platform (4.0; x 47.6..52.6, juts out over
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the coast) with pillars, parapet and gate; below it a mosaic with material 16, LevelDoor at
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(50.5 / 15.5). 18 coins along the way. Below the parkour there is meadow (falling down is harmless).
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||
* **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,
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||
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`
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||
(`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) |
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||
| 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.
|