The Desktop Adventures engine is almost entirely tile based. That means small re-usable images are used as the fundamental elements for all graphics. Maps, enemies and bullets are all made up of tiles.
Note: Only the startup image and the speech bubbles are not rendered using tiles.
Each tile is made up of 32x32 pixels image data – an array of 8-bit color palette indexes – and some flags that specify the properties of the tile.
If the Locator type bit is set, these flags specify the sub-type. Some tiles required to render the map scene are not marked with special bit flags, so a hard coded list of tile ids per game is required.
bit
Name
Description
17
Town
Marks the Spaceport or Lucasino
18
PuzzleUnsolved
A visited sector with a puzzle that has not been solved yet
19
PuzzleSolved
A solved sector
20
TravelUnsolved
Sector that brings to player to a section of the world that can not be reached otherwise.
21
TravelSolved
22
BloackadeNorthUnsolved
A puzzle that has to be solved before the sectors to the north can be reached. A sector that has to be solved before the sector to the north can be reached.
23
BloackadeSouthUnsolved
24
BloackadeWestUnsolved
25
BloackadeEastUnsolved
26
BloackadeNorthSolved
27
BloackadeSouthSolved
28
BloackadeWestSolved
29
BloackadeEastSolved
30
GoalUnsolved
The final puzzle of the world. Solving this wins the game