LoadTileData
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{E8} LoadTileData
LoadTileData(xVR,xBO,+XXX,+YYY,xEL)
Loads the tile data of a specified tile on the currently loaded map.
See also: {E9} SaveTileData ― {C1} LoadAddress ― {C4} SaveAddress
Variable : Byte (hex)
ID of the Variable which will be written to.
Warning: Only x00-x7F (words) are valid with this instruction!
Click here for the list of Variables
Byte Offset : Byte (hex)
Byte holding the data that you'd like to load.
- x00:
- x00-x3F: Surface type (Grass, water, stone, etc.)
- x01: Unknown
- x02: Height (For sloped tiles, the height of the bottom of the slope)
- x03:
- x20-xF0: Depth (Works on any tile; not just water. Warning: This artificially raises tile height)
- x20: 1 Depth
- x40: 2 Depth
- x60: 3 Depth
- x80: 4 Depth
- xA0: 5 Depth
- xC0: 6 Depth
- xF0: 7 Depth
- x00-x10: Slope Height (For sloped tiles, the difference between the height at the top and the height at the bottom)
- x20-xF0: Depth (Works on any tile; not just water. Warning: This artificially raises tile height)
- x04: Slope Type
- x05: Unknown
- x06:
- x80: Units cannot stop on tile (But may still walk on/through it)
- x04-x0C: Shadow Level covering the unit
- x0C: Very Dark
- x08: Dark
- x04: Light
- x00: None
- x02: Selectable Obstacle (Red cursor and units cannot walk on/off tile, but may jump over)
- x01: Unselectable Obstacle (Cannot be selected with the cursor and units cannot walk on/off tile, but may jump over)
- x07: Each bit corresponds to a disallowed camera position. When a unit stops on this tile, the camera will automatically rotate to an allowed position. In order they are Northwest Top, Southwest Top, Southeast Top, Northeast Top, Northwest Bottom, Southwest Bottom, Southeast Bottom, Northeast Bottom
X : Byte (unsigned)
X Coordinate of the tile.
Y : Byte (unsigned)
Y Coordinate of the tile.
Elevation : Byte (hex)
- x00 Not Elevated
- x01 Elevated