If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

User:ColdPie

From The Cutting Room Floor
Jump to navigation Jump to search

Using as scratch space for MCKids research.

MCKids

Developer doc http://games.greggman.com/game/programming_m_c__kids/

Tile offset 0x020000 String tab offset 0x002801

Unused "Dodo" sprite for extraction at 0x022B80 (is it used in the proto?)

BG tiles I don't recognize at 0x02D420, check pallets

Large number block tiles I don't recognize at 0x03A4C0 and scattered throughout

At a guess, lots of sequential numbers prior to the text segment, which makes me think tile maps.
According to the dev doc:
Levels are stored compressed (RLE? See PCX wiki page for practical description)
Each level is composed of a sequence of bytes
One byte represents one 16x16 "tile"
A tile is an offset into a series of seven lookup tables. One for each of the four 8x8 "characters" that compose the tile, and a few more for auxiliary information
There can be up to four lookup table sets loaded for a single level

If each tile is a byte, and each tile is an offset into a lookup table, then the lookup tables can be no longer than 256 elements. If two bits of the tile are taken to choose which lookup table to use, then each lookup table can be only 64 elements long. With four lookup tables, and four characters per tile, if each lookup table uses all 64 slots, then there are 4*4*64=1024 characters loaded. I wonder if that's possible...

The dev doc has compressed segment sizes!!! Might be able to figure out data locations from that information...

Prototype

Tile offset 0x020000 String tab offset around 0x001A2A

Dodo at 0x022370, is identical to final?

Strange bars at 0x027720

Another dodo at 0x027770? Game is unfortunately not shy to reusing sprites...

Grass tiles unused in final present on lvl1

Number blocks at 0x0381C0