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. |