Editing the Catacomb Series Maps

From WinWolf3D/WDC

Editing Catacomb 3D and the Catacomb trilogy games can be a bit funky and this page is here to help you through it.

Contents

Catacomb 3D

Doors

Doors are pretty easy in Catacomb 3D. Easy door color has its own code.

Door Color Decimal Code
Red 20
Yellow 24
Green 28
Blue 32

Weakened Walls

These walls are destroyable by magic missile. Adjoining weakened walls will be destroyed simultaneously. They are easy to set because each wall type (1 through 7) has its own matching weakened wall code (8 through 14).

Transport Codes

When setting the exit gate (object 24), you set the map to which it warps using the floor code. Floor code 180 always goes to the next map in the file. Floor codes starting at 181 will cause the player to warp to map "FloorCode - 181".

Magic Mirrors

These must be set in pairs. Mirror A warps you to the other mirror A, etc.

Catacomb Trilogy

Doors

To set up a door, first you must be using a door wall code. Then place either a door code or a transport code in plane 3 of door's tile. Then, if it's a locked door, place the key code in the plane 3 of the tile immediately to the south of the door.

Key Codes

Key Color Hexadecimal Value
Red 0x0100
Yellow 0x0200
Green 0x0300
Blue 0x0400

Door/Wall Codes

Action Hexadecimal Value Notes
End Game 0xFB00 Only valid on door codes.
Weakened Wall 0xFC00 Only valid on wall codes. Causes the wall to be destroyable by magic missile. Adjoing walls with this code will be destroyed simultaneously.
Blocked Door 0xFD00 Only valid on door codes. This stops the door from being used and tells the player that the door is block when they try to use it.
Keyed Door 0xFE00 Only valid on door codes. Requires a key code.
Level Exit 0xFF00 Only valid on door codes. Can use a key code.

Transport Codes

Level Hexadecimal Value Level Hexadecimal Value
00 0x0080 10 0x0A00
01 0x0100 11 0x0B00
02 0x0200 12 0x0C00
03 0x0300 13 0x0D00
04 0x0400 14 0x0E00
05 0x0500 15 0x0F00
06 0x0600 16 0x1000
07 0x0700 17 0x1100
08 0x0800 18 0x1200
09 0x0900

Timing Codes

Actors can have a delayed reaction time by setting a timing code in a plane 3 tile adjacent to the actor.

Delay (in seconds) Hexadecimal Value Delay (in seconds) Hexadecimal Value
1 0x0100 11 0x0B00
2 0x0200 12 0x0C00
3 0x0300 13 0x0D00
4 0x0400 14 0x0E00
5 0x0500 15 0x0F00
6 0x0600 16 0x1000
7 0x0700 17 0x1100
8 0x0800 18 0x1200
9 0x0900 19 0x1300
10 0x0A00 20 0x1400

Magic Mirrors

These must be set in pairs. Mirror A warps you to the other mirror A, etc.

Catacomb Apocalypse Only

Floor/Ceiling Colors

First, place 0xFA00 in the plane 3 tile at (0,0) in your map. Then you form the word that represents the color codes you want and place it in the plane 3 tile at (1,0). There are four nibbles to deal with (going from the most significant to the least):

Nibble Notes
Ceiling Type Can be either 0 (normal) or 2 (flashing).
Ceiling Color A value from 0x0 to 0xf representing a color.
Unused Always 0.
Floor Color A value from 0x0 to 0xf representing a color.

Color Table

0 1 2 3 4 5 6 7
|
8 9 A B C D E F
|

Hex Editing

Catacomb Abyss

Byte Range Description
0x023642 0x023649 Day fading to night sequence: 0909 0101 0808 0000
0x02364c 0x023655 Lightning flashes: 0101 0909 0F0F 0808 0000
0x023658 0x023681 Ceiling color pairs
0x023682 0x0236ab Floor color pairs, 0101 (blue) causes anything with a "water version" to use it.