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EMF Format

// Edited by Vidus so errors are mine not original poster
// added/edited 0x07 0x22 0x23 0x2B 0x2c 0x2D
 
        0x00 E
    0x01 M
    0x02 F
    0x03 map revision number (4b)
    0x07 Map name (24b)
            //each ascii character has 2 values. one for it's low position and one for                  
            //it's high position.when you start reading the map name(last bit first as it's stored backwards)
            //it starts on low position, then high, then low, keeps going till done with name.
            a = 3E | 6C
            b = 3D | 6B
            c = 3C | 6A
            d = 3B | 69
            e = 3A | 68 
            f = 39 | 67
            g = 38 | 66
            h = 37 | 65
            i = 36 | 64
            j = 35 | 63 
            k = 34 | 62
            l = 33 | 61
            m = 32 | 60
            n = 31 | 5F
            o = 30 | 5E
            p = 2F | 5D
            q = 2E | 5C
            r = 2D | 5B
            s = 2C | 5A
            t = 2B | 59
            u = 2A | 58
            v = 29 | 57 
            w = 28 | 56
            x = 27 | 55
            y = 26 | 54
            z = 25 | 53
            space = 20
            A = 5E
            B = 5D | 2F
            C = 5C | 2E
            D = 5B | 2D
            E = 5A | 2C
            F = 59 | 2B
            G = 58 | 2A
            H = 57 | 29
            I = 56
            J = 55
            K = 54
            L = 53
            M = 52
            N = 51
            O = 50
            P = 4F
            Q = 4E | 7C
            R = 4D | 7B
            S = 4C | 7A  
            T = 4B | 79
            U = 4A | 78
            V = 49 | 77
            W = 48 | 76
            X = 47 | 75
            Y = 46 | 74
            Z = 45 | 73
            1 = 40
        0x1F Map Type
                (0) non-pvp
                (1) ??
                (2) ??
        (3) PK zone
    0x20 Map Effect
        (1) HP Drain
        (2) TP Drain
        (3) Quake
    0x21 Bg Music
                (0) no
                (1+) yes (mfx ID)
    0x22 Music loading? //finish music first or instantly change
                            //depending on value. anything over 07 stops music
    0x23 //Haven't figured it out yet but here is all maps that are not 01 FE
             //use this to find differences in them.
             75 = 41 fe 
         119 = 44 fe
             141 = 42 fe 
             189 = 42 fe 
             196 = 41 fe 
             207 = 42 fe 
             222 = 44 fe 
             224 = 46 fe 
             246 = 4c fe 
             247 = 4c fe 
             251 = 52 fe 
             255 = 52 fe  
             256 = 52 fe 
             258 = 52 fe
             259 = 52 fe 
             273 = 4c fe  
    0x25 Width
    0x26 Height
    0x27 Fill Tile (2b)
    0x29 MapAvailable
        (0) no
        (1+) yes
    0x2A Possible to scroll out
                (0) no
                (1+) yes
    0x2B Relog spawn X position // Used on map's that set your position on relog
    0x2C Relog spawn Y position // such as admin or hall of pain
    0x2D Unused // it is 01 on every single map
 
    npcs
    foreach npc { [NPCs]
        0x00 x spawn
        0x01 y spawn
        0x02 npc ID (2b)
        0x04 spawn range
            (0, 7) number of tiles range it can possibly spawn
            (7+) static (non-moving NPC)
        0x05 spawn extra (2b)
            (spawn distance < 7)
                spawn time (seconds)
            (spawn distance >= 7)
                facing direction
        0x07 amount
    } / npc
 
    ?1
    (5*?1 bytes) unknown data
    ?2
    (12*?2 bytes) unknown data
 
    tileyrows
    foreach tileyrow { [tile data]
        0x00 yloc
        0x01 xtiles
        foreach xtile {
            0x00 xloc
            0x01 spec
                (0) wall
                (1) chair (bottom)
                (2) chair (left)
                (3) chair (right)
                (4) chair (up)
                (5) chair (bottom + right)
                (6) chair (up + left)
                (7) chair (alldirs)
                (8) door
                (9) chest
                (10) fake [!]
                (11) [!] ?
                (12) fake [!]
                (13) [!] ?
                (14) [!] ?
                (15) [!] ?
                (16) bank vault
                (17) NPC boundary
                (18) map edge
                (19) fake wall
                (20-27) town board (boardid = spec-19)
                (28) jukebox
                (29) stepping stone
                (30) water
                (32) arena / arena queue
                (33) ambient sound source
                (34) spikes
                (35) spikes
                (36) spikes
        } /xtile
    } /tileyrow
 
    warpyrows
    foreach warpyrow { [warp info]
        0x00 yloc
        0x01 xtiles
        foreach xtiles{
            0x00 xloc
            0x01 Warp map (2b)
            0x03 Warp x
            0x04 Warp y
            0x05 level requirement
            0x06 door (2b)
                (0) no door
                (1) door
                (2) locked door - silver key
                (3) locked door - crystal key
                (4) locked door - wraith key
                (5+) locked door -
        } /xtile
    } /warpyrow
     
    foreach ([ground, blended, mask, object, desk, wall, top, ontop] as layer) {
        layeryrows
        foreach {layer}yrow { [{layer} tiles]
            0x00 yloc
            0x01 xtiles
            foreach xtile {
                0x00 tile ID (2b)
            } / xtile
        } /{layer}yrow
    } / layer
 
} /file