0 PLAYERSTARTX (w) 2 PLAYERSTARTZ (w) 4 PLAYERSTARTZONE (w) 6 NUM CONTOL PTS (w) 8 NUM POINTS (w) 10 NUM ZONES (w) 12 NUM FLOORLINES (w) 14 NUM OBJECT PTS (w) 16 PTR TO POINTS (l) 20 PTR TO FLOORLINES (l) 24 PTR TO OBJECTS (l) 28 PTR TO PLAYERSHOTS (l) 32 PTR TO ENEMYSHOTS (l) 36 PTR TO OBJECTPTS (L) 40 PTR TO PLR1_OBJ (L) 44 PTR TO PLR2_OBJ (L) CONTROL POINTS... (w*2) OBJECT PTS (lw*2) OBJECT DATA (64bytes each) -1 (w) Points (w*2) FloorLines (32 bytes each) *********************** ZoneBorders (ends in -1) ZoneDat: numzone (w) floorheight (L) roofheight (l) zb (w) ? cpt (w) 0 (l) Offset to borders(w) from zonedat Offset to points(w) from zonedat DrawBackDrop(w) (ZoneGraphNumber,clip addr (w) CORD (l)) -1 (l) at end of list. Then list of points (w) terminated with -1 *********************** GRAPHICS FILE FORMAT: 0 Pointer to doors (l) 4 pointer to lifts (l) 8 pointer to switches (l) 12 pointer to zone graph offsets Offsets to zonedata from start of level data (already filled in) (l) Offsets to zone graph data from start of this file (already filled in) Zone Graph data (starts with zone number) Door Data: Bottom,top,currheight,dir (w) Pointer to roof (l) number of zone (w) conditions (l) *** wall number pointer to wall graph graphic *** LiftData: Bottom,top,currheight,dir (w) Pointer to roof (l) number of zone (w) conditions (l) *** wall number pointer to wall graph graphic *** SwitchData: NUM ZONE (w) First point (w) Ptr to graphics (l) status (l)