- ; tile grass
-.def int TGS = TT_EMPTY
-.def int TWL = TT_WALL
-
+ ; default tile id table
+ ; 00: empty
+ ; 01: wall up left
+ ; 02: wall up right
+ ; 03: wall down left
+ ; 04: wall down right
; level definitions
; levels always have a header
l1:
mapdef 0, map_r_nop, 0, 0, bank8000, bank8800, bank8C00, bank9000, tile_id_table
- .db TWL, TGS, TGS, TGS, TGS, TGS, TGS, TGS, TGS, TGS
- .db TGS, TGS, TGS, TGS, TGS, TGS, TGS, TGS, TGS, TGS
- .db TGS, TGS, TGS, TGS, TGS, TGS, TGS, TGS, TGS, TGS
- .db TGS, TGS, TGS, TWL, TWL, TWL, TGS, TGS, TGS, TGS
- .db TGS, TGS, TGS, TGS, TGS, TGS, TGS, TGS, TGS, TGS
- .db TGS, TGS, TGS, TGS, TGS, TGS, TGS, TGS, TGS, TGS
- .db TGS, TGS, TGS, TGS, TGS, TGS, TGS, TGS, TGS, TWL
- .db TGS, TGS, TGS, TGS, TGS, TGS, TGS, TGS, TGS, TWL
+ .db 01, 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
+ .db 03, 04, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
+ .db 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
+ .db 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
+ .db 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
+ .db 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
+ .db 00, 00, 00, 00, 00, 00, 00, 01, 02, 01, 02, 00, 00, 00, 00, 00, 00, 00, 00, 00
+ .db 00, 00, 00, 00, 00, 00, 00, 03, 04, 03, 04, 00, 00, 00, 00, 00, 00, 00, 00, 00
+ .db 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
+ .db 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
+ .db 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
+ .db 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
+ .db 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
+ .db 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 01, 02