Pad Floor Traps & Triggers - HoraceAndTheSpider/Bloodwych-68k GitHub Wiki
When the reference number of a Pad / Trigger has been allocated in the map data (see Map-Location Data - (6) Pads, Triggers & Holes) the "action" of that reference number is defined within a 128 byte block for each tower.
Each definition is 4 bytes long, following the below AA BB CC DD structure.
In some cases, these are universally set to the same special-case throughout the game, such as with the Vivifcation Machines in BW (ref 4 & ref 5) and spinners.
Pad / Trigger Functions (AA)
00 - NONE 02 - SPIN 180 04 - SPIN RANDOM 06 - OPEN VOID-LOCK DOOR (X/Y) 08 - VIVIFY MACHINE EXTERNAL PAD 0A - VIVIFY MACHINE INTERNAL PAD 0C - WOOD DOOR CLOSER #1 (SPECIAL CASE) 0E - WOOD DOOR CLOSER #2 (SPECIAL CASE) 10 - TRADER DOOR 12 - TOWER ENTRANCE (SIDE PAD) (X/Y OF OPPOSITE PAD) 14 - TOWER ENTRANCE (CENTRAL PAD) 16 - REMOVE (X/Y) 18 - CLOSE VOID-LOCK DOOR (X/Y) 1A - TOGGLE PILLAR (X/Y) 1C - CREATE SPINNER (OR OTHER) (X/Y) 1E - OPEN/CREATE WALL WITH SWITCHES? (X/Y) 20 - CREATE PAD (F/X/Y) 22 - MOVE PILLAR AT PLAYER X,Y TO PLAYER X-1,Y-1 (SPECIAL CASE) 24 - CREATE PILLAR (X/Y) 26 - KEEP ENTRANCE (SIDE PAD) (X/Y OF OPPOSITE PAD) 28 - KEEP ENTRANCE (CENTRAL PAD) 2A - FLASH TELEPORT (F/X/Y) 2C - ROTATE STONE WALL (X/Y) 2E - TOGGLE WALL (X/Y) 30 - SPINNER (UNKNOWN DIFFERENCE) (X/Y) 32 - CLICK TELEPORT (F/X/Y) 34 - TOGGLE GREEN PAD (X/Y) 36 - ROTATE WOOD WALL COUNTER-CLOCKWISE (X/Y) 38 - TOGGLE HOLE (X/Y) 3A - GAME COMPLETION PAD 3C - REMOVE PILLAR / OTHER EVENT (X/Y)
Pad / Trigger Parameter (BB) Functions marked * or ** use no parameter here
For Those marked (F/X/Y); BB is the floor on which the action is taken.
Pad / Trigger Parameter (CC DD) Functions marked ** use no parameter here
For Those marked (X/Y); CC is the X coordinate at which the action is taken. DD is the Y coordinate at which the action is taken.
Special Cases
Data Locations: (Amiga - IPF: 102)
(0D0) [D66] [TriggersData1] The Keep (140) [DE6] [TriggersData2] Serpent Tower (1D0) [E66] [TriggersData3] Moon Tower (240) [EE6] [TriggersData4] Dragon Tower (2D0) [F66] [TriggersData5] Chaos Tower (340) [FE6] [TriggersData6] Zendik's Tower
Example Data: The Keep
00000000 - none 02000000 - special case - spin 180 04000000 - special case - spin random 06000E06 - ref 03 / 1B - open black-locked metal door @ x0E y06 08000000 - ref 04 / 23 - special case - vivify machine external 0A000000 - ref 05 / 2A - special case - vivify machine internal 0C000000 - ref 06 / 32 - special case - bluish gemhole wood doors closer @ (hardcoded x,y) 0E000000 - ref 07 / 3A - special case - tan gemhole wood doors closer @ (hardcoded x,y) 06001403 - ref 08 / 42 - open black-locked metal door @ x04 y03 10000000 - ref 09 / 4B - special case - trader door (closes Northwards wood door in location to the left) 12020A01 - ref 10 / 52 - serpent tower entrance left 14040000 - ref 11 / 5A - serpent tower entrance middle 12030801 - ref 12 / 62 - serpent tower entrance right 12040A11 - ref 13 - 6A - moon tower entrance right 14080000 - ref 14 - 72 - moon tower entrance middle 12050811 - ref 15 - 7A - moon tower entrance left 1206110A - ref 16 - 82 - dragon tower entrance right 140C0000 - ref 17 - 8A - dragon tower entrance middle 12071108 - ref 18 - 92 - dragon tower entrance left 1208010A - ref 19 - 9A - chaos tower entrance right 14100000 - ref 20 - A2 - chaos tower entrance middle 12090108 - ref 21 - AA - chaos tower entrance left 120A0103 - ref 22 - B2 - zendik tower entrance right 14140000 - ref 23 - BA - zendik tower entrance middle 120B0101 - ref 24 - C2 - zendik tower entrance left 16000002 - ref 25 / CB - remove pillar @ x00 y02 16000202 - ref 26 / D3 - remove pillar @ x02 y02 00000000 - unused 00000000 - unused 00000000 - unused 00000000 - unused 00000000 - unused