Wednesday, 30 July 2025

Layout data structures revealed - in part

Some RE tonight and a bit of a breakthrough.

Firstly, I have worked out one of the variables, which I thought more-or-less duplicated another, has a different meaning altogether. Certain things then started to make a lot more sense, and it meant a bit of maintenance on the existing RE. All done now.

Secondly, and this followed on from the abovementioned variable, I've RE'd a bit more of the data structures that define the layout for each of the levels. Still a bit of work to do, but knowing now what it is doing will make finishing this part a lot easier.

I'm almost embarrassed to admit that I wasn't (currently) aware of the fact that each row on the screen only contains a single object type; 4-tile logs, turtle duos, 6-tile logs, 3-tile logs, turtle trios, trucks, cars (type 1), cars (type 2), tractors & cars (type 3) - in that order. I probably did notice at one stage, but it only hit home tonight.

And AFAICT now, the game cycles through only 5 different layouts. Other 'random' factors to mix things up a bit include speed, diving turtles, alligators and seals/otters (whatever they are).

I probably have a few more RE sessions to complete the logic for the scrolling objects, and then I can look at continuing the transcode - row by row by the looks of it.

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