LVL file format description

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Wohlstand M
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Post #1by Wohlstand » 16 Feb 2014, 0:16

The specification of a format of the file - the integral thing for the developer who wants to create the program to open and save this file.

After a week's research, at last, I took the first step - the description of a format of the LVL file.
These are files of levels of the game, they contain level settings, placement of blocks, NPC, doors, etc.
The file - text, corresponds to each parameter one line. Order of an arrangement of parameters is strict.

Full file format specification:
Download PDF
Download ODT

Contents:
[*]Architecture of levels of game
[*]The consecutive description of each parameter in the file

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Post #2by docopoper » 14 Mar 2014, 22:20

Oh cool, this is pretty detailed? Did you base it off my work on decoding the specification or did you do all the work yourself?

Because I finished making this back on the 11th of November: https://dl.dropboxusercontent.com/u/49070895/LVL Format.rtf

Just out of curiosity - I made the work to be used anyway.

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Post #3by Wohlstand » 14 Mar 2014, 22:36

Hi, docopoper
docopoper wrote:Oh cool, this is pretty detailed?
Yes, I took care of it.

docopoper wrote:Did you base it off my work on decoding the specification or did you do all the work yourself?
I do all work myself. And I made the description of the WLD file format. I know about your file, but i find it after one week from I end my file specification. I save your specification in my "collected" storage.
All that i collected from other sources, I save in "collected", otherwise in other folders only my works.

You made good work :good: . I used some data for check for errors in my work.

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Post #4by Wohlstand » 18 Mar 2014, 0:19

docopoper, P.S. I will expand my file format description with Format Version limits, for support old file format version for read.

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Post #5by Wohlstand » 24 Mar 2014, 1:54

Files updated:
- added File format version check

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Post #6by Wohlstand » 6 Jul 2014, 21:41

Files updated:
- Fixed mistake with second special value, what in SMBX using only by herb (NPC-91) with included magic potion (NPC-288)

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Post #7by Alucard » 12 Jul 2014, 19:13

Imagine, if Redigit, during original development of SMBX, implemented LVL file encrypting to prevent unauthorized level editing.
Sorry, if it`s offtopic. :fool:

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Post #8by Wohlstand » 12 Jul 2014, 19:52

Alucard wrote:Imagine, if Redigit, during original development of SMBX, implemented LVL file encrypting to prevent unauthorized level editing.
Sorry, if it`s offtopic. :fool:
Not problem, will be engined new file formats: LVLX - as better successor of LVL, LVLZ - compressed level file, and LVLP - encrypted level file.

What about LVLP, I think, best protection will be only with full encryption (semi-encryption for edit protection will not be safe):
Always possible to hack file format and made another editor for made edits into protected files. Full encryption, is: you can't even open file without password.

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Post #9by Alucard » 12 Jul 2014, 20:48

Wohlstand wrote:Full encryption, is: you can't even open file without password.
Using a relatively strong agorythm, like AES-128. ;-)
P.S. Which encrypting algorythm you plan to use for enciphering LVLP files?

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Post #10by Wohlstand » 12 Jul 2014, 21:02

Alucard wrote:Using a relatively strong agorythm, like AES-128. ;-)
P.S. Which encrypting algorythm you plan to use for enciphering LVLP files?
I think for use the AES as encryption algorithm. As I say, protection will be full: even you want play them in game engine without editor, it will ask you for password. This is a full encryption, all data of file protected and can be read only with password.
Semi-protection like edit-protection is not safe, only as noob protection: because too easy for crack this and edit with escaping of password session.

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Post #11by Alucard » 12 Jul 2014, 22:40

Do you remember Zelda Classic, a freeware engine for making and playing 2D Zelda - styled action-adventure games? This engine uses encrypting to prevent password-protected games ("quests") from being opened in editor, but not for playing as is.
This is done to prevent players from "spoiling" game`s secrets and puzzzles by looking up in ZQuest (game editor). I am hoping something like this will be used in PlatGEnWohl.

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Post #12by Wohlstand » 13 Jul 2014, 1:45

Alucard wrote:Do you remember Zelda Classic, a freeware engine for making and playing 2D Zelda - styled action-adventure games? This engine uses encrypting to prevent password-protected games ("quests") from being opened in editor, but not for playing as is.
This is done to prevent players from "spoiling" game`s secrets and puzzzles by looking up in ZQuest (game editor). I am hoping something like this will be used in PlatGEnWohl.
Don't forget, each programmer can hack this file and open them in editor without password. This is good protection for non-programmer users. Without knowing of C++ and without understanding of file format, impossible to hack this file for open in editor without password.
I can made protected file format, what will successfully open inside engine part without password, but for open them in editor - need to enter the password. I don't guarantee security of this method, because, as I says, each programmer can hack them and open inside editor without password.


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