Now that all necessary parts of parsing Faxanadu level data have been explained it's time to end this mini-series. The final step is to combine the knowledge gathered in the first five parts of the mini-series which in turn allows us to draw the entire Faxanadu world in the level editor.
Let's recall what we have so far. Drawing a screen from the Faxanadu world is a process that is comprised of several different steps: The first step is to read and parse the actual level data from the Faxanadu ROM file (see
update one). The second step is to find the four 8x8 pixel tiles belonging to the 16x13 block that form one screen (see
update two). Then it's necessary to find out which color the pixels in the individual tiles have (see
update five) but because the color is stored independently from the tiles and because of some other oddities of the Faxanadu level data it's necessary to know how doors and scrolling work (see the updates
three and
four). And that last step, finding the correct color for the tiles and drawing the screens is what this update is all about.
Continue reading "Faxanadu level data VI - Putting it all together"